Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
void load_core_data (loading_ui &ui)
 Loads core dynamic data. More...
 
bool is_core_data_loaded () const
 Returns whether the core data is currently loaded. More...
 
bool check_mod_data (const std::vector< mod_id > &opts, loading_ui &ui)
 Check if mods can be successfully loaded. More...
 
void load_world_modfiles (loading_ui &ui)
 Loads core data and mods from the active world. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
bool load_packs (const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
 Load content packs. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset ()
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Protected Member Functions

void load_data_from_dir (const std::string &path, const std::string &src, loading_ui &ui)
 Loads dynamic data from the given directory. More...
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 794 of file game.h.

794 : int {
795 CHANGE_TAB,
796 QUIT,
797 FIRE, // Who knew, apparently you can do that in list_monsters
798 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 289 of file game.cpp.

289 :
291 scent_ptr( *this ),
294 m( *map_ptr ),
295 u( *u_ptr ),
296 scent( *scent_ptr ),
298 uquit( QUIT_NO ),
299 new_game( false ),
301 mostseen( 0 ),
304 next_npc_id( 1 ),
305 next_mission_id( 1 ),
309 seed( 0 ),
310 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
311{
319 world_generator = std::make_unique<worldfactory>();
320 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
321 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
322}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1048
pimpl< spell_events > spell_events_ptr
Definition: game.h:983
safe_mode_type safe_mode
Definition: game.h:1045
bool safe_mode_warning_logged
Definition: game.h:1059
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:977
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1093
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:1003
event_bus & events()
Definition: game.cpp:2862
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:979
character_id next_npc_id
Definition: game.h:1061
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:981
void reset_light_level()
Definition: game.cpp:3706
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:982
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1050
pimpl< map > map_ptr
Definition: game.h:972
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1076
pimpl< live_view > liveview_ptr
Definition: game.h:974
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:980
pimpl< scent_map > scent_ptr
Definition: game.h:976
timed_event_manager & timed_events
Definition: game.h:991
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1088
int next_mission_id
Definition: game.h:1063
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:1005
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:984
map & m
Definition: game.h:988
avatar & u
Definition: game.h:989
scent_map & scent
Definition: game.h:990
int user_action_counter
Definition: game.h:1082
live_view & liveview
Definition: game.h:975
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1085
pimpl< avatar > u_ptr
Definition: game.h:973
time_point remoteveh_cache_time
Definition: game.h:1069
static void achievement_attained(const achievement *a)
Definition: game.cpp:282
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11912 of file game.cpp.

11913{
11914 //If player is sleeping, get a dream from a carried artifact
11915 //Don't need to check that player is sleeping here, that's done before calling
11916 std::list<item *> art_items = g->u.get_artifact_items();
11917 std::vector<item *> valid_arts;
11918 std::vector<std::vector<std::string>>
11919 valid_dreams; // Tracking separately so we only need to check its req once
11920 //Pull the list of dreams
11921 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11922 for( auto &it : art_items ) {
11923 //Pick only the ones with an applicable dream
11924 const cata::value_ptr<islot_artifact> &art = it->type->artifact;
11925 if( art && art->charge_req != ACR_NULL &&
11926 ( it->ammo_remaining() < it->ammo_capacity() ||
11927 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11928 add_msg( m_debug, "Checking artifact %s", it->tname() );
11929 if( check_art_charge_req( *it ) ) {
11930 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11931 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11932 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11933 valid_arts.push_back( it );
11934 valid_dreams.push_back( art->dream_msg_met );
11935 }
11936 } else {
11937 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11938 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11939 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11940 valid_arts.push_back( it );
11941 valid_dreams.push_back( art->dream_msg_unmet );
11942 }
11943 }
11944 }
11945 }
11946 if( !valid_dreams.empty() ) {
11947 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11948 const int selected = rng( 0, valid_arts.size() - 1 );
11949 auto it = valid_arts[selected];
11950 auto msg = random_entry( valid_dreams[selected] );
11951 const std::string &dream = string_format( _( msg ), it->tname() );
11952 add_msg( dream );
11953 } else {
11954 add_msg( m_debug, "Didn't have any dreams, sorry" );
11955 }
11956}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
@ m_debug
Definition: enums.h:264
std::unique_ptr< game > g
Definition: game.cpp:272
bool check_art_charge_req(item &it)
Definition: game.cpp:11615
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), check_art_charge_req(), g, m_debug, random_entry(), rng(), string_format(), and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11734 of file game.cpp.

11735{
11736 int net_str = 0;
11737 int net_dex = 0;
11738 int net_per = 0;
11739 int net_int = 0;
11740 int net_speed = 0;
11741
11742 for( auto &i : effects ) {
11743 switch( i ) {
11744 case AEP_STR_UP:
11745 net_str += 4;
11746 break;
11747 case AEP_DEX_UP:
11748 net_dex += 4;
11749 break;
11750 case AEP_PER_UP:
11751 net_per += 4;
11752 break;
11753 case AEP_INT_UP:
11754 net_int += 4;
11755 break;
11756 case AEP_ALL_UP:
11757 net_str += 2;
11758 net_dex += 2;
11759 net_per += 2;
11760 net_int += 2;
11761 break;
11762 case AEP_STR_DOWN:
11763 net_str -= 3;
11764 break;
11765 case AEP_DEX_DOWN:
11766 net_dex -= 3;
11767 break;
11768 case AEP_PER_DOWN:
11769 net_per -= 3;
11770 break;
11771 case AEP_INT_DOWN:
11772 net_int -= 3;
11773 break;
11774 case AEP_ALL_DOWN:
11775 net_str -= 2;
11776 net_dex -= 2;
11777 net_per -= 2;
11778 net_int -= 2;
11779 break;
11780
11781 case AEP_SPEED_UP:
11782 net_speed += 20;
11783 break;
11784 case AEP_SPEED_DOWN:
11785 net_speed -= 20;
11786 break;
11787
11788 case AEP_PBLUE:
11789 break; // No message
11790
11791 case AEP_SNAKES:
11792 add_msg( m_warning, _( "Your skin feels slithery." ) );
11793 break;
11794
11795 case AEP_INVISIBLE:
11796 add_msg( m_good, _( "You fade into invisibility!" ) );
11797 break;
11798
11799 case AEP_CLAIRVOYANCE:
11801 add_msg( m_good, _( "You can see through walls!" ) );
11802 break;
11803
11805 add_msg( m_good, _( "You can see through everything!" ) );
11806 break;
11807
11808 case AEP_STEALTH:
11809 add_msg( m_good, _( "Your steps stop making noise." ) );
11810 break;
11811
11812 case AEP_GLOW:
11813 add_msg( _( "A glow of light forms around you." ) );
11814 break;
11815
11816 case AEP_PSYSHIELD:
11817 add_msg( m_good, _( "Your mental state feels protected." ) );
11818 break;
11819
11821 add_msg( m_good, _( "You feel insulated." ) );
11822 break;
11823
11824 case AEP_CARRY_MORE:
11825 add_msg( m_good, _( "Your back feels strengthened." ) );
11826 break;
11827
11828 case AEP_FUN:
11829 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11830 break;
11831
11832 case AEP_HUNGER:
11833 add_msg( m_warning, _( "You feel hungry." ) );
11834 break;
11835
11836 case AEP_THIRST:
11837 add_msg( m_warning, _( "You feel thirsty." ) );
11838 break;
11839
11840 case AEP_EVIL:
11841 add_msg( m_warning, _( "You feel an evil presence…" ) );
11842 break;
11843
11844 case AEP_SCHIZO:
11845 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11846 break;
11847
11848 case AEP_RADIOACTIVE:
11849 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11850 break;
11851
11852 case AEP_MUTAGENIC:
11853 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11854 break;
11855
11856 case AEP_ATTENTION:
11857 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11858 break;
11859
11860 case AEP_FORCE_TELEPORT:
11861 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11862 break;
11863
11864 case AEP_MOVEMENT_NOISE:
11865 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11866 break;
11867
11868 case AEP_BAD_WEATHER:
11869 add_msg( m_warning, _( "You feel storms coming." ) );
11870 break;
11871
11872 case AEP_SICK:
11873 add_msg( m_bad, _( "You feel unwell." ) );
11874 break;
11875
11876 case AEP_SMOKE:
11877 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11878 break;
11879 default:
11880 //Suppress warnings
11881 break;
11882 }
11883 }
11884
11885 std::string stat_info;
11886 if( net_str != 0 ) {
11887 stat_info += string_format( _( "Str %s%d! " ),
11888 ( net_str > 0 ? "+" : "" ), net_str );
11889 }
11890 if( net_dex != 0 ) {
11891 stat_info += string_format( _( "Dex %s%d! " ),
11892 ( net_dex > 0 ? "+" : "" ), net_dex );
11893 }
11894 if( net_int != 0 ) {
11895 stat_info += string_format( _( "Int %s%d! " ),
11896 ( net_int > 0 ? "+" : "" ), net_int );
11897 }
11898 if( net_per != 0 ) {
11899 stat_info += string_format( _( "Per %s%d! " ),
11900 ( net_per > 0 ? "+" : "" ), net_per );
11901 }
11902
11903 if( !stat_info.empty() ) {
11904 add_msg( m_neutral, stat_info );
11905 }
11906
11907 if( net_speed != 0 ) {
11908 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11909 }
11910}
@ m_good
Definition: enums.h:253
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
@ m_warning
Definition: enums.h:257
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3157 of file game.cpp.

3158{
3159 draw_callbacks.erase(
3160 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3161 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3162 return cbw.expired();
3163 } ),
3164 draw_callbacks.end()
3165 );
3166 draw_callbacks.emplace_back( cb );
3167 cb->added = true;
3169}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:3122
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:251
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1973 of file game.cpp.

1974{
1975 follower_ids.insert( id );
1976 u.follower_ids.insert( id );
1977}
std::set< character_id > follower_ids
Definition: game.h:1064
std::set< character_id > follower_ids
Definition: player.h:615

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12068 of file game.cpp.

12069{
12070 return Creature_range( *this );
12071}
friend class Creature_range
Definition: game.h:360

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12073 of file game.cpp.

12074{
12075 return monster_range( *this );
12076}
friend class monster_range
Definition: game.h:359

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12078 of file game.cpp.

12079{
12080 return npc_range( *this );
12081}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11982 of file game.cpp.

11983{
11984 return get_npcs_if( [&]( const npc & guy ) {
11985 if( !guy.is_hallucination() ) {
11986 return guy.is_ally( g->u );
11987 } else {
11988 return false;
11989 }
11990 } );
11991}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:12005
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3260

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1961 of file game.cpp.

1962{
1963 int ret = next_mission_id;
1965 return ret;
1966}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3714 of file game.cpp.

3715{
3717 ++next_npc_id;
3718 return ret;
3719}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1766 of file game.cpp.

1767{
1768 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1769 vehicle *&v = veh.v;
1770 if( v->is_following ) {
1771 v->drive_to_local_target( m.getabs( u.pos() ), true );
1772 } else if( v->is_patrolling ) {
1773 v->autopilot_patrol();
1774 }
1775 }
1776}
const tripoint & pos() const override
Definition: character.cpp:714
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8259
VehicleList get_vehicles()
Definition: map.cpp:237
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1983
bool is_patrolling
Definition: vehicle.h:1984
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11401 of file game.cpp.

11402{
11403 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11404 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11405 return;
11406 }
11407 quicksave(); //Driving checks are handled by quicksave()
11408}
time_t last_save_timestamp
Definition: game.h:1066
void quicksave()
Definition: game.cpp:11356

References last_save_timestamp, and quicksave().

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8396 of file game.cpp.

8397{
8398 static const std::string salvage_string = "salvage";
8399 if( u.controlling_vehicle ) {
8400 add_msg( m_info, _( "You can't butcher while driving!" ) );
8401 return;
8402 }
8403
8404 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8405 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8406 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8407 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8408
8409 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8410 if( m.has_flag( "SEALED", u.pos() ) ) {
8411 if( m.sees_some_items( u.pos(), u ) ) {
8412 add_msg( m_info, _( "You can't access the items here." ) );
8413 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8414 add_msg( m_info, no_corpse_msg );
8415 } else {
8416 add_msg( m_info, no_knife_msg );
8417 }
8418 return;
8419 }
8420
8421 const item *first_item_without_tools = nullptr;
8422 // Indices of relevant items
8423 std::vector<map_stack::iterator> corpses;
8424 std::vector<map_stack::iterator> disassembles;
8425 std::vector<map_stack::iterator> salvageables;
8426 map_stack items = m.i_at( u.pos() );
8427 const inventory &crafting_inv = u.crafting_inventory();
8428
8429 // TODO: Properly handle different material whitelists
8430 // TODO: Improve quality of this section
8431 auto salvage_filter = []( item it ) {
8432 const auto usable = it.get_usable_item( salvage_string );
8433 return usable != nullptr;
8434 };
8435
8436 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8437 int salvage_tool_index = INT_MIN;
8438 item *salvage_tool = nullptr;
8439 const salvage_actor *salvage_iuse = nullptr;
8440 if( !salvage_tools.empty() ) {
8441 salvage_tool = salvage_tools.front();
8442 salvage_tool_index = u.get_item_position( salvage_tool );
8443 item *usable = salvage_tool->get_usable_item( salvage_string );
8444 salvage_iuse = dynamic_cast<const salvage_actor *>(
8445 usable->get_use( salvage_string )->get_actor_ptr() );
8446 }
8447
8448 // Reserve capacity for each to hold entire item set if necessary to prevent
8449 // reallocations later on
8450 corpses.reserve( items.size() );
8451 salvageables.reserve( items.size() );
8452 disassembles.reserve( items.size() );
8453
8454 // Split into corpses, disassemble-able, and salvageable items
8455 // It's not much additional work to just generate a corpse list and
8456 // clear it later, but does make the splitting process nicer.
8457 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8458 if( it->is_corpse() ) {
8459 corpses.push_back( it );
8460 } else {
8461 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8462 salvageables.push_back( it );
8463 }
8464 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8465 disassembles.push_back( it );
8466 } else if( !first_item_without_tools ) {
8467 first_item_without_tools = &*it;
8468 }
8469 }
8470 }
8471
8472 // Clear corpses if butcher and dissect factors are INT_MIN
8473 if( factor == INT_MIN && factorD == INT_MIN ) {
8474 corpses.clear();
8475 }
8476
8477 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8478 if( factor > INT_MIN || factorD > INT_MIN ) {
8479 add_msg( m_info, no_corpse_msg );
8480 } else {
8481 add_msg( m_info, no_knife_msg );
8482 }
8483
8484 if( first_item_without_tools ) {
8485 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8486 // Just for the "You need x to disassemble y" messages
8487 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8488 if( !ret.success() ) {
8489 add_msg( m_info, "%s", ret.c_str() );
8490 }
8491 }
8492 return;
8493 }
8494
8495 Creature *hostile_critter = is_hostile_very_close();
8496 if( hostile_critter != nullptr ) {
8497 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8498 hostile_critter->disp_name() ) ) {
8499 return;
8500 }
8501 }
8502
8503 // Magic indices for special butcher options
8504 enum : int {
8505 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8506 MULTIBUTCHER,
8507 MULTIDISASSEMBLE_ONE,
8508 MULTIDISASSEMBLE_ALL,
8509 NUM_BUTCHER_ACTIONS
8510 };
8511 // What are we butchering (i.e.. which vector to pick indices from)
8512 enum {
8513 BUTCHER_CORPSE,
8514 BUTCHER_DISASSEMBLE,
8515 BUTCHER_SALVAGE,
8516 BUTCHER_OTHER // For multisalvage etc.
8517 } butcher_select = BUTCHER_CORPSE;
8518 // Index to std::vector of iterators...
8519 int indexer_index = 0;
8520
8521 // Generate the indexed stacks so we can display them nicely
8522 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8523 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8524 // Always ask before cutting up/disassembly, but not before butchery
8525 size_t ret = 0;
8526 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8527 uilist kmenu;
8528 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8529
8530 size_t i = 0;
8531 // Add corpses, disassembleables, and salvagables to the UI
8532 add_corpses( kmenu, corpses, i );
8533 add_disassemblables( kmenu, disassembly_stacks, i );
8534 if( salvage_iuse && !salvageables.empty() ) {
8535 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8536 }
8537
8538 if( corpses.size() > 1 ) {
8539 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8540 }
8541 if( disassembles.size() > 1 ) {
8542 int time_to_disassemble = 0;
8543 int time_to_disassemble_all = 0;
8544 for( const auto &stack : disassembly_stacks ) {
8545 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8546 time_to_disassemble += time;
8547 time_to_disassemble_all += time * stack.second;
8548 }
8549
8550 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8551 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8552 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8553 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8554 }
8555 if( salvage_iuse && salvageables.size() > 1 ) {
8556 int time_to_salvage = 0;
8557 for( const auto &stack : salvage_stacks ) {
8558 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8559 }
8560
8561 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8562 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8563 }
8564
8565 kmenu.query();
8566
8567 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8568 return;
8569 }
8570
8571 ret = static_cast<size_t>( kmenu.ret );
8572 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8573 butcher_select = BUTCHER_OTHER;
8574 indexer_index = ret;
8575 } else if( ret < corpses.size() ) {
8576 butcher_select = BUTCHER_CORPSE;
8577 indexer_index = ret;
8578 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8579 butcher_select = BUTCHER_DISASSEMBLE;
8580 indexer_index = ret - corpses.size();
8581 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8582 butcher_select = BUTCHER_SALVAGE;
8583 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8584 } else {
8585 debugmsg( "Invalid butchery index: %d", ret );
8586 return;
8587 }
8588 }
8589
8590 if( !u.has_morale_to_craft() ) {
8591 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8592 add_msg( m_info,
8593 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8594 } else {
8595 add_msg( m_info,
8596 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8597 }
8598 return;
8599 }
8600 const auto helpers = u.get_crafting_helpers( 3 );
8601 for( const npc *np : helpers ) {
8602 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8603 }
8604 switch( butcher_select ) {
8605 case BUTCHER_OTHER:
8606 switch( indexer_index ) {
8607 case MULTISALVAGE:
8608 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8609 break;
8610 case MULTIBUTCHER:
8611 butcher_submenu( corpses );
8612 for( map_stack::iterator &it : corpses ) {
8613 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8614 }
8615 break;
8616 case MULTIDISASSEMBLE_ONE:
8617 crafting::disassemble_all( u, false );
8618 break;
8619 case MULTIDISASSEMBLE_ALL:
8621 break;
8622 default:
8623 debugmsg( "Invalid butchery type: %d", indexer_index );
8624 return;
8625 }
8626 break;
8627 case BUTCHER_CORPSE: {
8628 butcher_submenu( corpses, indexer_index );
8629 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8630 }
8631 break;
8632 case BUTCHER_DISASSEMBLE: {
8633 // Pick index of first item in the disassembly stack
8634 item *const target = &*disassembly_stacks[indexer_index].first;
8636 }
8637 break;
8638 case BUTCHER_SALVAGE: {
8639 if( !salvage_iuse || !salvage_tool ) {
8640 debugmsg( "null salve_iuse or salvage_tool" );
8641 } else {
8642 // Pick index of first item in the salvage stack
8643 item *const target = &*salvage_stacks[indexer_index].first;
8644 item_location item_loc( map_cursor( u.pos() ), target );
8645 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8646 }
8647 }
8648 break;
8649 }
8650}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:228
player_activity activity
Definition: character.h:1516
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2407
bool has_morale_to_craft() const
Definition: crafting.cpp:335
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:553
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9189
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3728
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
Definition: item.h:176
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7833
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7807
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2293
map_stack i_at(const tripoint &p)
Definition: map.cpp:4077
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4723
std::vector< item_location > targets
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2308
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8246
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8204
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8225
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8157
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8192
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1875
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2074
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2085
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:314
string_id< quality > quality_id
Definition: type_id.h:181

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1347 of file game.cpp.

1348{
1349 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1351 return;
1352 }
1353 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1354 const int light_sight_range = u.sight_range( g_light_level );
1355 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1356
1357 // The maximal offset will leave at least this many tiles
1358 // between the PC and the edge of the main window.
1359 static const int border_range = 2;
1360 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1361 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1362
1363 // velocity at or below this results in no offset at all
1364 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1365 // velocity at or above this results in maximal offset
1366 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1368 float velocity = veh->velocity;
1369 rl_vec2d offset = veh->move_vec();
1370 if( !veh->skidding && veh->player_in_control( u ) &&
1371 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1372 // Use the cruise controlled velocity, but only if
1373 // it is not too different from the actual velocity.
1374 // The actual velocity changes too often (see above slowdown).
1375 // Using it makes would make the offset change far too often.
1376 offset = veh->face_vec();
1377 velocity = veh->cruise_velocity;
1378 }
1379 float rel_offset;
1380 if( std::fabs( velocity ) < min_offset_vel ) {
1381 rel_offset = 0;
1382 } else if( std::fabs( velocity ) > max_offset_vel ) {
1383 rel_offset = ( velocity > 0 ) ? 1 : -1;
1384 } else {
1385 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1386 }
1387 // Squeeze into the corners, by making the offset vector longer,
1388 // the PC is still in view as long as both offset.x and
1389 // offset.y are <= 1
1390 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1391 offset.y /= std::fabs( offset.x );
1392 offset.x = ( offset.x > 0 ) ? +1 : -1;
1393 } else if( std::fabs( offset.y ) > 0.2 ) {
1394 offset.x /= std::fabs( offset.y );
1395 offset.y = offset.y > 0 ? +1 : -1;
1396 }
1397 offset.x *= rel_offset;
1398 offset.y *= rel_offset;
1399 offset.x *= max_offset.x;
1400 offset.y *= max_offset.y;
1401 // [ ----@---- ] sight=6
1402 // [ --@------ ] offset=2
1403 // [ -@------# ] offset=3
1404 // can see sights square in every direction, total visible area is
1405 // (2*sight+1)x(2*sight+1), but the window is only
1406 // getmaxx(w_terrain) x getmaxy(w_terrain)
1407 // The area outside of the window is maxoff (sight-getmax/2).
1408 // If that value is <= 0, the whole visible area fits the window.
1409 // don't apply the view offset at all.
1410 // If the offset is > maxoff, only apply at most maxoff, everything
1411 // above leads to invisible area in front of the car.
1412 // It will display (getmax/2+offset) squares in one direction and
1413 // (getmax/2-offset) in the opposite direction (centered on the PC).
1414 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1415 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1416 if( maxoff.x <= 0 ) {
1417 offset.x = 0;
1418 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1419 offset.x = maxoff.x;
1420 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1421 offset.x = -maxoff.x;
1422 }
1423 if( maxoff.y <= 0 ) {
1424 offset.y = 0;
1425 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1426 offset.y = maxoff.y;
1427 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1428 offset.y = -maxoff.y;
1429 }
1430
1431 // Turn the offset into a vector that increments the offset toward the desired position
1432 // instead of setting it there instantly, should smooth out jerkiness.
1433 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1434
1435 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1436 ( offset_difference.y < 0 ) ? -1 : 1 );
1437 // Shift the current offset in the direction of the calculated offset by one tile
1438 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1439 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1440 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1441 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1442 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1443
1444 set_driving_view_offset( point( offset.x, offset.y ) );
1445}
int posz() const override
Definition: character.h:785
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:719
point driving_view_offset
Definition: game.h:1022
catacurses::window w_terrain
Definition: game.h:1012
void set_driving_view_offset(const point &p)
Definition: game.cpp:1704
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3700
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1999
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
int cruise_velocity
Definition: vehicle.h:1920
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1329
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1805 of file game.cpp.

1806{
1808 if( u.has_distant_destination() ) {
1809 if( cancel_auto_move( u, text ) ) {
1810 return true;
1811 } else {
1813 return false;
1814 }
1815 }
1817 return false;
1818 }
1819 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1820 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1822
1823 const auto &action = query_popup()
1824 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1825 .message( force_uc ?
1826 pgettext( "cancel_activity_or_ignore_query",
1827 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1828 pgettext( "cancel_activity_or_ignore_query",
1829 "<color_light_red>%s %s</color>" ),
1830 text, u.activity.get_stop_phrase() )
1831 .option( "YES", allow_key )
1832 .option( "NO", allow_key )
1833 .option( "IGNORE", allow_key )
1834 .query()
1835 .action;
1836
1837 if( action == "YES" ) {
1839 return true;
1840 }
1841 if( action == "IGNORE" ) {
1843 for( auto &activity : u.backlog ) {
1844 activity.ignore_distraction( type );
1845 }
1846 }
1847
1850
1851 return false;
1852}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9232
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1517
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:545
static const input_event_filter disallow_lower_case
Definition: input.h:544
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1792
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1854 of file game.cpp.

1855{
1857 if( u.has_distant_destination() ) {
1858 if( cancel_auto_move( u, text ) ) {
1859 return true;
1860 } else {
1862 return false;
1863 }
1864 }
1865 if( !u.activity ) {
1866 return false;
1867 }
1868 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1872 return true;
1873 }
1874 return false;
1875}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9264

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1778 of file game.cpp.

1780{
1781 //spawn the corpse, rotten by a part of the duration
1783 catch_duration ) ) );
1784 if( u.sees( pos ) ) {
1785 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1786 }
1787 //quietly kill the caught
1788 fish->no_corpse_quiet = true;
1789 fish->die( p );
1790}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4222
bool no_corpse_quiet
Definition: monster.h:485
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2268
const mtype * type
Definition: monster.h:481
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:3973
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 394 of file npctalk.cpp.

395{
396 int volume = g->u.get_shout_volume();
397
398 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
399 // TODO: Get rid of the z-level check when z-level vision gets "better"
400 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
401 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
402 } );
403 const int available_count = available.size();
404 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
405 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
406 } );
407 const int follower_count = followers.size();
408 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
409 return guy.mission == NPC_MISSION_GUARD_ALLY &&
410 guy.companion_mission_role_id != "FACTION_CAMP" &&
411 guy.can_hear( u.pos(), volume );
412 } );
413 const int guard_count = guards.size();
414
415 if( g->u.has_trait( trait_PROF_FOODP ) && !( g->u.is_wearing( itype_id( "foodperson_mask" ) ) ||
416 g->u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
417 g->u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
418 return;
419 }
420 std::vector<vehicle *> animal_vehicles;
421 std::vector<vehicle *> following_vehicles;
422 std::vector<vehicle *> magic_vehicles;
423 std::vector<vehicle *> magic_following_vehicles;
424 for( auto &veh : g->m.get_vehicles() ) {
425 auto &v = veh.v;
426 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( g->u ) ) {
427 animal_vehicles.push_back( v );
428 if( v->is_following ) {
429 following_vehicles.push_back( v );
430 }
431 }
432 if( v->magic ) {
433 for( const vpart_reference &vp : v->get_all_parts() ) {
434 const vpart_info &vpi = vp.info();
435 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
436 magic_vehicles.push_back( v );
437 if( v->is_following ) {
438 magic_following_vehicles.push_back( v );
439 }
440 break;
441 }
442 }
443 }
444 }
445
446 uilist nmenu;
447 nmenu.text = std::string( _( "What do you want to do?" ) );
448
449 if( !available.empty() ) {
450 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
451 string_format( _( "Talk to %s" ), available.front()->name ) :
452 _( "Talk to…" )
453 );
454 }
455 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
456 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
457 if( !animal_vehicles.empty() ) {
459 _( "Whistle at your animals pulling vehicles to follow you." ) );
460 }
461 if( !magic_vehicles.empty() ) {
463 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
464 }
465 if( !magic_following_vehicles.empty() ) {
467 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
468 }
469 if( !following_vehicles.empty() ) {
471 _( "Whistle at your animals pulling vehicles to stop following you." ) );
472 }
473 if( !guards.empty() ) {
474 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
475 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
476 _( "Tell someone to follow…" )
477 );
478 }
479 if( !followers.empty() ) {
480 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
481 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
482 _( "Tell someone to guard…" )
483 );
484 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
485 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
486 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
487 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
488 _( "Tell everyone on your team to prepare for danger" ) );
489 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
490 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
491 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
492 }
493 std::string message;
494 std::string yell_msg;
495 bool is_order = true;
496 nmenu.query();
497
498 if( nmenu.ret < 0 ) {
499 return;
500 }
501
502 switch( nmenu.ret ) {
503 case NPC_CHAT_TALK: {
504 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
505 if( npcselect < 0 ) {
506 return;
507 }
508 available[npcselect]->talk_to_u();
509 break;
510 }
511 case NPC_CHAT_YELL:
512 is_order = false;
513 message = _( "loudly." );
514 break;
515 case NPC_CHAT_SENTENCE: {
516 std::string popupdesc = _( "Enter a sentence to yell" );
518 popup.title( _( "Yell a sentence" ) )
519 .width( 64 )
520 .description( popupdesc )
521 .identifier( "sentence" )
522 .max_length( 128 )
523 .query();
524 yell_msg = popup.text();
525 is_order = false;
526 break;
527 }
528 case NPC_CHAT_GUARD: {
529 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
530 if( npcselect < 0 ) {
531 return;
532 }
533 if( npcselect == follower_count ) {
534 for( npc *them : followers ) {
536 }
537 yell_msg = _( "Everyone guard here!" );
538 } else {
539 talk_function::assign_guard( *followers[npcselect] );
540 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
541 }
542 break;
543 }
544 case NPC_CHAT_FOLLOW: {
545 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
546 if( npcselect < 0 ) {
547 return;
548 }
549 if( npcselect == guard_count ) {
550 for( npc *them : guards ) {
552 }
553 yell_msg = _( "Everyone follow me!" );
554 } else {
555 talk_function::stop_guard( *guards[npcselect] );
556 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
557 }
558 break;
559 }
560 case NPC_CHAT_AWAKE:
561 for( npc *them : followers ) {
562 talk_function::wake_up( *them );
563 }
564 yell_msg = _( "Stay awake!" );
565 break;
566 case NPC_CHAT_MOUNT:
567 for( npc *them : followers ) {
568 if( them->has_effect( effect_riding ) ) {
569 continue;
570 }
572 }
573 yell_msg = _( "Mount up!" );
574 break;
576 for( npc *them : followers ) {
577 if( them->has_effect( effect_riding ) ) {
578 them->npc_dismount();
579 }
580 }
581 yell_msg = _( "Dismount!" );
582 break;
583 case NPC_CHAT_DANGER:
584 for( npc *them : followers ) {
585 them->rules.set_danger_overrides();
586 }
587 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
588 "and don't open any doors." );
589 break;
591 for( npc *p : followers ) {
593 }
594 yell_msg = _( "As you were." );
595 break;
596 case NPC_CHAT_ORDERS:
597 npc_temp_orders_menu( followers );
598 break;
601 break;
604 break;
607 break;
610 break;
611 default:
612 return;
613 }
614
615 if( !yell_msg.empty() ) {
616 message = string_format( "\"%s\"", yell_msg );
617 }
618 if( !message.empty() ) {
619 add_msg( _( "You yell %s" ), message );
620 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
621 }
622
623 u.moves -= 100;
624}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:546
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7729
bool can_hear(const tripoint &source, int volume) const
int moves
Definition: creature.h:569
std::string companion_mission_role_id
Definition: npc.h:1318
npc_mission mission
Definition: npc.h:1325
bool is_player_ally() const
Definition: npc.cpp:1987
bool is_following() const
Definition: npc.cpp:2018
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:407
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4126
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:220
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:377
static void tell_veh_stop_following()
Definition: npctalk.cpp:340
static void assign_veh_to_follow()
Definition: npctalk.cpp:351
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:252
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:200
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:214
@ NPC_CHAT_YELL
Definition: npctalk.cpp:195
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:198
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:197
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:211
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:203
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:196
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:210
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:202
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:199
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_TALK
Definition: npctalk.cpp:194
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:213
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:361
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, g, get_npcs_if(), vpart_info::has_flag(), npc::is_following(), npc::is_player_ally(), m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_mod_data()

bool game::check_mod_data ( const std::vector< mod_id > &  opts,
loading_ui ui 
)

Check if mods can be successfully loaded.

Parameters
optscheck specific mods (or all if unspecified)
Returns
whether all mods were successfully loaded

Definition at line 348 of file game.cpp.

349{
350 auto &tree = world_generator->get_mod_manager().get_tree();
351
352 // deduplicated list of mods to check
353 std::set<mod_id> check( opts.begin(), opts.end() );
354
355 // if no specific mods specified check all non-obsolete mods
356 if( check.empty() ) {
357 for( const mod_id &e : world_generator->get_mod_manager().all_mods() ) {
358 if( !e->obsolete ) {
359 check.emplace( e );
360 }
361 }
362 }
363
364 if( check.empty() ) {
365 world_generator->set_active_world( nullptr );
366 world_generator->init();
367 const std::vector<mod_id> mods_empty;
368 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
369 world_generator->set_active_world( test_world );
370
371 // if no loadable mods then test core data only
372 try {
375 } catch( const std::exception &err ) {
376 std::cerr << "Error loading data from json: " << err.what() << std::endl;
377 }
378
379 std::string world_name = world_generator->active_world->world_name;
380 world_generator->delete_world( world_name, true );
381
384 }
385
386 for( const auto &e : check ) {
387 world_generator->set_active_world( nullptr );
388 world_generator->init();
389 const std::vector<mod_id> mods_empty;
390 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
391 if( !test_world ) {
392 std::cerr << "Failed to generate test world." << std::endl;
393 return false;
394 }
395 world_generator->set_active_world( test_world );
396
397 if( !e.is_valid() ) {
398 std::cerr << "Unknown mod: " << e.str() << std::endl;
399 return false;
400 }
401
402 const MOD_INFORMATION &mod = *e;
403
404 if( !tree.is_available( mod.ident ) ) {
405 std::cerr << "Missing dependencies: " << mod.name() << "\n"
406 << tree.get_node( mod.ident )->s_errors() << std::endl;
407 return false;
408 }
409
410 std::cout << "Checking mod " << mod.name() << " [" << mod.ident.str() << "]" << std::endl;
411
412 try {
414
415 // Load any dependencies
416 for( auto &dep : tree.get_dependencies_of_X_as_strings( mod.ident ) ) {
417 load_data_from_dir( dep->path, dep->ident.str(), ui );
418 }
419
420 // Load mod itself
421 load_data_from_dir( mod.path, mod.ident.str(), ui );
423 } catch( const std::exception &err ) {
424 std::cerr << "Error loading data: " << err.what() << std::endl;
425 }
426
427 std::string world_name = world_generator->active_world->world_name;
428 world_generator->delete_world( world_name, true );
429
432 }
433 return true;
434}
void finalize_loaded_data(loading_ui &ui)
Called to finalize the loaded data.
Definition: init.cpp:636
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:114
void load_data_from_dir(const std::string &path, const std::string &src, loading_ui &ui)
Loads dynamic data from the given directory.
Definition: game.cpp:450
void load_core_data(loading_ui &ui)
Loads core dynamic data.
Definition: game.cpp:441
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
int check(unformattable)
Definition: fmtlib_core.h:1610
Definition: overmap_ui.h:17
overmapbuffer overmap_buffer

References detail::check(), overmapbuffer::clear(), DynamicDataLoader::finalize_loaded_data(), DynamicDataLoader::get_instance(), load_core_data(), load_data_from_dir(), MAPBUFFER, overmap_buffer, mapbuffer::reset(), and world_generator.

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6118 of file game.cpp.

6119{
6120 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6121}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8652 of file game.cpp.

8653{
8654 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8655 // Already warned player since safe_mode_warning_logged is set.
8656 return false;
8657 }
8658
8659 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8660 if( !msg_ignore.empty() ) {
8661 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8662 // Operate on a wide-char basis to prevent corrupted multi-byte string
8663 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8664 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8665 }
8666
8668 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8669 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8671 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8672 } else {
8674 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8675 }
8677 return false;
8678 }
8679 if( safe_mode != SAFE_MODE_STOP ) {
8680 return true;
8681 }
8682 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8683 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8684 return true;
8685 }
8686 // Monsters around and we don't want to run
8687 std::string spotted_creature_name;
8688 const monster_visible_info &mon_visible = u.get_mon_visible();
8689 const auto &new_seen_mon = mon_visible.new_seen_mon;
8690
8691 if( new_seen_mon.empty() ) {
8692 // naming consistent with code in game::mon_info
8693 spotted_creature_name = _( "a survivor" );
8695 } else {
8696 spotted_creature_name = new_seen_mon.back()->name();
8697 get_safemode().lastmon_whitelist = spotted_creature_name;
8698 }
8699
8700 std::string whitelist;
8701 if( !get_safemode().empty() ) {
8702 whitelist = string_format( _( " or %s to whitelist the monster" ),
8704 }
8705
8706 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8708 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8709 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8711 return false;
8712}
std::string press_x(action_id act)
Definition: action.cpp:452
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1179
int get_int_base() const override
Definition: avatar.cpp:1006
monster_visible_info & get_mon_visible()
Definition: avatar.h:213
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:281
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:286
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:40

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6113 of file game.cpp.

6114{
6115 return zone_manager::get_manager().has( type, m.getabs( where ) );
6116}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 1043 of file game.cpp.

1044{
1045 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1046 // Put (non-hallucinations) into the overmap so they are not lost.
1047 for( monster &critter : all_monsters() ) {
1048 despawn_monster( critter );
1049 }
1050 // Reset NPC factions and disposition
1052 // Save the factions', missions and set the NPC's overmap coordinates
1053 // Npcs are saved in the overmap.
1054 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
1055 // save artifacts.
1057
1058 // and the overmap, and the local map.
1059 save_maps(); //Omap also contains the npcs who need to be saved.
1060 }
1061
1062 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1063 std::vector<std::string> vRip;
1064
1065 int iMaxWidth = 0;
1066 int iNameLine = 0;
1067 int iInfoLine = 0;
1068
1071 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
1072 vRip.emplace_back( " _______ ___" );
1073 vRip.emplace_back( " < `/ |" );
1074 vRip.emplace_back( " > _ _ (" );
1075 vRip.emplace_back( " | |_) | |_) |" );
1076 vRip.emplace_back( " | | \\ | | |" );
1077 vRip.emplace_back( " ______.__%_| |_________ __" );
1078 vRip.emplace_back( " _/ \\| |" );
1079 iNameLine = vRip.size();
1080 vRip.emplace_back( "| <" );
1081 vRip.emplace_back( "| |" );
1082 iMaxWidth = utf8_width( vRip.back() );
1083 vRip.emplace_back( "| |" );
1084 vRip.emplace_back( "|_____.-._____ __/|_________|" );
1085 vRip.emplace_back( " | |" );
1086 iInfoLine = vRip.size();
1087 vRip.emplace_back( " | |" );
1088 vRip.emplace_back( " | <" );
1089 vRip.emplace_back( " | |" );
1090 vRip.emplace_back( " | _ |" );
1091 vRip.emplace_back( " |__/ |" );
1092 vRip.emplace_back( " % / `--. |%" );
1093 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
1094 vRip.emplace_back( " `\\%`@| |@@%@%%" );
1095 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1096 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1097
1098 } else {
1099 vRip.emplace_back( " _______ ___" );
1100 vRip.emplace_back( " | \\/ |" );
1101 vRip.emplace_back( " | |" );
1102 vRip.emplace_back( " | |" );
1103 iInfoLine = vRip.size();
1104 vRip.emplace_back( " | |" );
1105 vRip.emplace_back( " | |" );
1106 vRip.emplace_back( " | |" );
1107 vRip.emplace_back( " | |" );
1108 vRip.emplace_back( " | <" );
1109 vRip.emplace_back( " | _ |" );
1110 vRip.emplace_back( " |__/ |" );
1111 vRip.emplace_back( " ______.__%_| |__________ _" );
1112 vRip.emplace_back( " _/ \\| \\" );
1113 iNameLine = vRip.size();
1114 vRip.emplace_back( "| <" );
1115 vRip.emplace_back( "| |" );
1116 iMaxWidth = utf8_width( vRip.back() );
1117 vRip.emplace_back( "| |" );
1118 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1119 vRip.emplace_back( " % / `_-. _ |%" );
1120 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1121 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1122 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1123 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1124 }
1125 } else {
1126 vRip.emplace_back( R"( _________ ____ )" );
1127 vRip.emplace_back( R"( _/ `/ \_ )" );
1128 vRip.emplace_back( R"( _/ _ _ \_. )" );
1129 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1130 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1131 vRip.emplace_back( R"( _/ \_ )" );
1132 vRip.emplace_back( R"(| |)" );
1133 iNameLine = vRip.size();
1134 vRip.emplace_back( R"( ) < )" );
1135 vRip.emplace_back( R"(| |)" );
1136 vRip.emplace_back( R"(| |)" );
1137 vRip.emplace_back( R"(| _ |)" );
1138 vRip.emplace_back( R"(|__/ |)" );
1139 iMaxWidth = utf8_width( vRip.back() );
1140 vRip.emplace_back( R"( / `--. |)" );
1141 vRip.emplace_back( R"(| ( )" );
1142 iInfoLine = vRip.size();
1143 vRip.emplace_back( R"(| |)" );
1144 vRip.emplace_back( R"(| |)" );
1145 vRip.emplace_back( R"(| % . |)" );
1146 vRip.emplace_back( R"(| @` %% |)" );
1147 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1148 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1149 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1150 }
1151
1152 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1153 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1154
1156 point( iOffsetX, iOffsetY ) );
1157 draw_border( w_rip );
1158
1159 sfx::do_player_death_hurt( g->u, true );
1164
1165 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1166 size_t iX = 0;
1167 const char *str = vRip[iY].data();
1168 for( int slen = vRip[iY].size(); slen > 0; ) {
1169 const uint32_t cTemp = UTF8_getch( &str, &slen );
1170 if( cTemp != U' ' ) {
1171 nc_color ncColor = c_light_gray;
1172
1173 if( cTemp == U'%' ) {
1174 ncColor = c_green;
1175
1176 } else if( cTemp == U'_' || cTemp == U'|' ) {
1177 ncColor = c_white;
1178
1179 } else if( cTemp == U'@' ) {
1180 ncColor = c_brown;
1181
1182 } else if( cTemp == U'*' ) {
1183 ncColor = c_red;
1184 }
1185
1186 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1187 cTemp );
1188 }
1189 iX += mk_wcwidth( cTemp );
1190 }
1191 }
1192
1193 std::string sTemp;
1194
1195 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1196
1198 const int minutes = to_minutes<int>( survived ) % 60;
1199 const int hours = to_hours<int>( survived ) % 24;
1200 const int days = to_days<int>( survived );
1201
1202 if( days > 0 ) {
1203 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1204 } else if( hours > 0 ) {
1205 sTemp = string_format( "%dh %dm", hours, minutes );
1206 } else {
1207 sTemp = string_format( "%dm", minutes );
1208 }
1209
1210 center_print( w_rip, iInfoLine++, c_white, sTemp );
1211
1212 const int iTotalKills = get_kill_tracker().monster_kill_count();
1213
1214 sTemp = _( "Kills:" );
1215 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1216 ( sTemp + " " ) );
1217 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1218
1219 sTemp = _( "In memory of:" );
1220 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1222 sTemp );
1223
1224 sTemp = u.name;
1225 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1226 sTemp );
1227
1228 sTemp = _( "Last Words:" );
1229 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1231 sTemp );
1232
1233 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1234 std::string sLastWords = string_input_popup()
1235 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1236 .max_length( iMaxWidth - 4 - 1 )
1237 .query_string();
1238 death_screen();
1239 const bool is_suicide = uquit == QUIT_SUICIDE;
1240 events().send<event_type::game_over>( is_suicide, sLastWords );
1241 // Struck the save_player_data here to forestall Weirdness
1242 std::string char_filename = generate_memorial_filename( u.name );
1243 move_save_to_graveyard( char_filename );
1244 write_memorial_file( char_filename, sLastWords );
1245 memorial().clear();
1246 std::vector<std::string> characters = list_active_characters();
1247 // remove current player from the active characters list, as they are dead
1248 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1249 characters.end(), u.name );
1250 if( curchar != characters.end() ) {
1251 characters.erase( curchar );
1252 }
1253
1254 if( characters.empty() ) {
1255 bool queryDelete = false;
1256 bool queryReset = false;
1257
1258 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1259 bool decided = false;
1260 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1261 "will not all reset when starting a new character in an "
1262 "already-played world. This can lead to some strange "
1263 "behavior.\n\n"
1264 "Are you sure you wish to keep this world?"
1265 );
1266
1267 while( !decided ) {
1268 uilist smenu;
1269 smenu.allow_cancel = false;
1270 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1271 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1272 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1273 smenu.query();
1274
1275 switch( smenu.ret ) {
1276 case 0:
1277 queryReset = true;
1278 decided = true;
1279 break;
1280 case 1:
1281 queryDelete = true;
1282 decided = true;
1283 break;
1284 case 2:
1285 decided = query_yn( buffer );
1286 break;
1287 }
1288 }
1289 }
1290
1291 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1292 world_generator->delete_world( world_generator->active_world->world_name, true );
1293
1294 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1295 world_generator->delete_world( world_generator->active_world->world_name, false );
1296 }
1297 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1298 std::string tmpmessage;
1299 for( auto &character : characters ) {
1300 tmpmessage += "\n ";
1301 tmpmessage += character;
1302 }
1303 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1304 }
1305 if( gamemode ) {
1306 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1307 }
1308 }
1309
1310 //Reset any offset due to driving
1312
1313 //clear all sound channels
1319
1320 MAPBUFFER.reset();
1322
1323#if defined(__ANDROID__)
1324 quick_shortcuts_map.clear();
1325#endif
1326 return true;
1327}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1504
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2559
bool save_maps()
Definition: game.cpp:2823
std::unique_ptr< special_game > gamemode
Definition: game.h:1080
void death_screen()
Definition: game.cpp:2509
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12073
bool save_factions_missions_npcs()
Definition: game.cpp:2809
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11098
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:981
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2922
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:2907
bool save_artifacts()
Definition: game.cpp:2817
memorial_logger & memorial()
Definition: game.cpp:2872
void reset_npc_dispositions()
Definition: game.cpp:2781
int monster_kill_count() const
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:1016
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1618
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1617
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4176 of file game.cpp.

4177{
4178 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4179 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4180 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4181
4182 bool npc_is_dead = false;
4183 // can't use all_npcs as that does not include dead ones
4184 for( const auto &n : active_npc ) {
4185 if( n->is_dead() ) {
4186 n->die( nullptr ); // make sure this has been called to create corpses etc.
4187 npc_is_dead = true;
4188 }
4189 }
4190
4191 if( monster_is_dead ) {
4192 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4193 critter_tracker->remove_dead();
4194 }
4195
4196 if( npc_is_dead ) {
4197 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4198 if( ( *it )->is_dead() ) {
4199 remove_npc_follower( ( *it )->getID() );
4200 overmap_buffer.remove_npc( ( *it )->getID() );
4201 it = active_npc.erase( it );
4202 } else {
4203 it++;
4204 }
4205 }
4206 }
4207
4208 critter_died = false;
4209}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1979
pimpl< Creature_tracker > critter_tracker
Definition: game.h:998
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1062
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1074
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4850 of file game.cpp.

4851{
4852 critter_tracker->clear();
4853}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5273 of file game.cpp.

5274{
5275 static const itype_id fuel_type_animal( "animal" );
5276 int veh_part = -1;
5277 vehicle *veh = remoteveh();
5278 if( veh == nullptr ) {
5279 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5280 veh = &vp->vehicle();
5281 veh_part = vp->part_index();
5282 }
5283 }
5284 if( veh != nullptr && veh->player_in_control( u ) &&
5285 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5286 veh->use_controls( u.pos() );
5287 } else if( veh && veh->player_in_control( u ) &&
5288 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5289 u.controlling_vehicle = false;
5290 add_msg( m_info, _( "You let go of the reins." ) );
5291 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5292 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5293 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5294 u.in_vehicle ) {
5295 if( u.has_trait( trait_WAYFARER ) ) {
5296 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5297 return;
5298 }
5299 if( !veh->interact_vehicle_locked() ) {
5300 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5301 return;
5302 }
5303 if( veh->engine_on ) {
5304 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5305 return;
5306 }
5307 u.controlling_vehicle = true;
5308 add_msg( _( "You take control of the %s." ), veh->name );
5309 } else {
5310 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5311 return;
5312 }
5313 veh->start_engines( true );
5314 }
5315 } else { // Start looking for nearby vehicle controls.
5316 int num_valid_controls = 0;
5317 cata::optional<tripoint> vehicle_position;
5318 cata::optional<vpart_reference> vehicle_controls;
5319 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5320 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5321 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5322 if( controls ) {
5323 num_valid_controls++;
5324 vehicle_position = elem;
5325 vehicle_controls = controls;
5326 }
5327 }
5328 }
5329 if( num_valid_controls < 1 ) {
5330 add_msg( _( "No vehicle controls found." ) );
5331 return;
5332 } else if( num_valid_controls > 1 ) {
5333 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5334 if( !vehicle_position ) {
5335 return;
5336 }
5337 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5338 if( vp ) {
5339 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5340 if( !vehicle_controls ) {
5341 add_msg( _( "The vehicle doesn't have controls there." ) );
5342 return;
5343 }
5344 } else {
5345 add_msg( _( "No vehicle there." ) );
5346 return;
5347 }
5348 }
5349 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5350 if( vehicle_controls ) {
5351 veh = &vehicle_controls->vehicle();
5352 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5353 return;
5354 }
5355 veh->use_controls( *vehicle_position );
5356 //May be folded up (destroyed), so need to re-get it
5357 veh = g->remoteveh();
5358 }
5359 }
5360 if( veh ) {
5361 // If we reached here, we gained control of a vehicle.
5362 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5363 for( const tripoint &target : veh->get_points() ) {
5364 u.clear_memorized_tile( m.getabs( target ) );
5365 }
5366 veh->is_following = false;
5367 veh->is_patrolling = false;
5368 veh->autopilot_on = false;
5369 veh->is_autodriving = false;
5370 }
5371}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1019
bool in_vehicle
Definition: character.h:1511
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:165
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2345
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8603
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1009
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:90
bool engine_on
Definition: vehicle.h:1989
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6758
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4377
std::string name
Definition: vehicle.h:1849
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2545
bool autopilot_on
Definition: vehicle.h:1997
bool is_autodriving
Definition: vehicle.h:1982
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2461
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 3059 of file game.cpp.

3060{
3062 if( !ui ) {
3063 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
3064 ui->on_redraw( []( const ui_adaptor & ) {
3065 g->draw();
3066 } );
3067 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
3068 // remove some space for the sidebar, this is the maximal space
3069 // (using standard font) that the terrain window can have
3070 const int sidebar_left = panel_manager::get_manager().get_width_left();
3071 const int sidebar_right = panel_manager::get_manager().get_width_right();
3072
3074 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
3077
3078 /**
3079 * In tiles mode w_terrain can have a different font (with a different
3080 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
3081 * might have a different dimension then the normal font used everywhere else.
3082 *
3083 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
3084 * be displayed in w_terrain (using it's specific tile dimension), not
3085 * including partially drawn squares at the right/bottom. You should
3086 * use it whenever you want to draw specific squares in that window or to
3087 * determine whether a specific square is draw on screen (or outside the screen
3088 * and needs scrolling).
3089 *
3090 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
3091 * w_terrain in the standard font dimension (the font that everything else uses).
3092 * You usually don't have to use it, expect for positioning of windows,
3093 * because the window positions use the standard font dimension.
3094 *
3095 * The code here calculates size available for w_terrain, caps it at
3096 * max_view_size (the maximal view range than any character can have at
3097 * any time).
3098 * It is stored in TERRAIN_WINDOW_*.
3099 */
3101
3102 // Position of the player in the terrain window, it is always in the center
3105
3107 point( sidebar_left, 0 ) );
3108
3109 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
3111
3112 // need to init in order to avoid crash. gets updated by the panel code.
3114
3115 ui.position_from_window( catacurses::stdscr );
3116 } );
3117 ui->mark_resize();
3118 }
3119 return ui;
3120}
catacurses::window w_pixel_minimap
Definition: game.h:1016
catacurses::window w_minimap_ptr
Definition: game.h:1053
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1099
catacurses::window w_minimap
Definition: game.h:1015
catacurses::window w_terrain_ptr
Definition: game.h:1052
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2170
int get_width_left()
Definition: panels.cpp:2178
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 986 of file game.cpp.

987{
988 if( !get_option<bool>( "STATIC_NPC" ) ||
989 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
990 return; //Do not generate a starting npc.
991 }
992
993 //We don't want more than one starting npc per starting location
994 const int radius = 1;
995 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
996 return; //There is already an NPC in this starting location
997 }
998
999 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
1000 tmp->normalize();
1001 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
1002 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
1004 tmp->form_opinion( u );
1005 tmp->set_attitude( NPCATT_NULL );
1006 //This sets the NPC mission. This NPC remains in the starting location.
1007 tmp->mission = NPC_MISSION_SHELTER;
1008 tmp->chatbin.first_topic = "TALK_SHELTER";
1009 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
1010 tmp->set_fac( faction_id( "no_faction" ) );
1011 //One random starting NPC mission
1012 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
1013 tmp->getID() ) );
1014}
int get_levy() const
Definition: game.cpp:11963
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11958
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4655 of file game.cpp.

4656{
4657 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4658 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4659 return nullptr;
4660 }
4661 // if we wanted to check for an NPC / player / avatar,
4662 // there is sometimes a monster AND an NPC/player there at the same time.
4663 // because the NPC/player etc may be riding that monster.
4664 // so only return the monster if we were actually looking for a monster.
4665 // otherwise, keep looking for the rider.
4666 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4667 // which is ok for the occasions where that happens.
4668 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4669 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4670 std::is_same<T, const Creature>::value ) ) {
4671 return dynamic_cast<T *>( mon_ptr.get() );
4672 }
4673 }
4674 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4675 if( p == u.pos() ) {
4676 return dynamic_cast<T *>( &u );
4677 }
4678 }
4679 for( auto &cur_npc : active_npc ) {
4680 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4681 return dynamic_cast<T *>( cur_npc.get() );
4682 }
4683 }
4684 return nullptr;
4685}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4688 of file game.cpp.

4689{
4690 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4691}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4734 of file game.cpp.

4735{
4736 if( id == u.getID() ) {
4737 // player is always alive, therefore no is-dead check
4738 return dynamic_cast<T *>( &u );
4739 }
4740 return find_npc( id );
4741}
character_id getID() const
Definition: character.cpp:477
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1968

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2509 of file game.cpp.

2510{
2511 gamemode->game_over();
2515 follower_ids.clear();
2517}
stats_tracker & stats()
Definition: game.cpp:2867
void disp_NPC_epilogues()
Definition: game.cpp:2946
void display_faction_epilogues()
Definition: game.cpp:2963
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, get_kill_tracker(), show_scores_ui(), and stats().

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11098 of file game.cpp.

11099{
11100 if( !critter.is_hallucination() ) {
11101 // hallucinations aren't stored, they come and go as they like,
11103 }
11104
11105 critter.on_unload();
11106 remove_zombie( critter );
11107 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11108 critter.set_hp( 0 );
11109}
void remove_zombie(const monster &critter)
Definition: game.cpp:4845
bool is_hallucination() const override
Definition: monster.cpp:2673
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3005
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1656
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8720 of file game.cpp.

8721{
8722 monster *const mon_ptr = critter_at<monster>( p );
8723 if( !mon_ptr ) {
8724 return false;
8725 }
8726 monster &critter = *mon_ptr;
8727 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8728 critter.has_flag( MF_RIDEABLE_MECH ) ||
8729 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8730 // Can only disable / reprogram friendly monsters
8731 return false;
8732 }
8733 const auto mid = critter.type->id;
8734 const auto mon_item_id = critter.type->revert_to_itype;
8735 if( !mon_item_id.is_empty() &&
8736 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8737
8738 u.moves -= 100;
8739 m.add_item_or_charges( p, critter.to_item() );
8740 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8741 for( auto &ammodef : critter.ammo ) {
8742 if( ammodef.second > 0 ) {
8743 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8744 }
8745 }
8746 }
8747 remove_zombie( critter );
8748 return true;
8749 }
8750 // Manhacks are special, they have their own menu here.
8751 if( mid == mon_manhack ) {
8752 int choice = UILIST_CANCEL;
8753 if( critter.has_effect( effect_docile ) ) {
8754 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8755 } else {
8756 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8757 }
8758 switch( choice ) {
8759 case 0:
8760 if( critter.has_effect( effect_docile ) ) {
8761 critter.remove_effect( effect_docile );
8762 if( one_in( 3 ) ) {
8763 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8764 critter.name() );
8765 }
8766 } else {
8767 critter.add_effect( effect_docile, 1_turns, num_bp );
8768 if( one_in( 3 ) ) {
8769 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8770 critter.name() );
8771 }
8772 }
8773 u.moves -= 100;
8774 return true;
8775 default:
8776 break;
8777 }
8778 }
8779 return false;
8780}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1136
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4181
bool has_flag(m_flag f) const override
Definition: monster.cpp:889
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2813
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1832
int friendly
Definition: monster.h:474
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
std::map< itype_id, int > ammo
Definition: monster.h:515
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2946 of file game.cpp.

2947{
2948 // TODO: This search needs to be expanded to all NPCs
2949 for( auto elem : follower_ids ) {
2951 if( !guy ) {
2952 continue;
2953 }
2954 const auto new_win = []() {
2956 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2957 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2958 };
2959 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2960 }
2961}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2997 of file game.cpp.

2998{
2999 const tripoint_abs_omt ppos = u.global_omt_location();
3000 const tripoint &lpos = u.pos();
3001 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
3002 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
3003
3005 ui_adaptor ui;
3006 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
3009 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
3010 ui.position_from_window( w );
3011 } );
3012 ui.mark_resize();
3013 ui.on_redraw( [&]( const ui_adaptor & ) {
3014 werase( w );
3015 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
3016 // NOLINTNEXTLINE(cata-use-named-point-constants)
3017 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
3018 size_t i;
3019 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
3020 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
3021 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
3022 apos.to_string() );
3023 }
3024 for( const monster &m : all_monsters() ) {
3025 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
3026 m.posx(), m.posy(), m.posz() );
3027 ++i;
3028 }
3029 wnoutrefresh( w );
3030 } );
3031
3032 input_context ctxt( "DISP_NPCS" );
3033 ctxt.register_action( "CONFIRM" );
3034 ctxt.register_action( "QUIT" );
3035 ctxt.register_action( "HELP_KEYBINDINGS" );
3036 bool stop = false;
3037 while( !stop ) {
3039 const std::string action = ctxt.handle_input();
3040 if( action == "CONFIRM" || action == "QUIT" ) {
3041 stop = true;
3042 }
3043 }
3044}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6336
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:386
std::string name(const tripoint &p)
Definition: map.cpp:1325
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2963 of file game.cpp.

2964{
2965 for( const auto &elem : faction_manager_ptr->all() ) {
2966 if( elem.second.known_by_u ) {
2967 const std::vector<std::string> epilogue = elem.second.epilogue();
2968 if( !epilogue.empty() ) {
2969 const auto new_win = []() {
2971 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2972 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2973 };
2974 scrollable_text( new_win, elem.second.name,
2975 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2976 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2977 return lhs + "\n" + rhs;
2978 } ) );
2979 }
2980 }
2981 }
2982}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:999

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11310 of file game.cpp.

11311{
11312 if( use_tiles ) {
11314 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11315 return;
11316 }
11317 uilist lighting_menu;
11318 std::vector<std::string> lighting_menu_strings{
11319 "Global lighting conditions"
11320 };
11321
11322 int count = 0;
11323 for( const auto &menu_str : lighting_menu_strings ) {
11324 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11325 }
11326
11327 lighting_menu.w_y_setup = 0;
11328 lighting_menu.query();
11329 if( ( lighting_menu.ret >= 0 ) &&
11330 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11331 g->displaying_lighting_condition = lighting_menu.ret;
11332 }
11333 }
11334}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11206
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11201 of file game.cpp.

11202{
11204}
cata::optional< action_id > displaying_overlays
Definition: game.h:944

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11336 of file game.cpp.

11337{
11338 if( use_tiles ) {
11340 }
11341}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11215 of file game.cpp.

11216{
11217 if( use_tiles ) {
11219 } else {
11220 int div;
11221 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11222 if( !got_value || div < 1 ) {
11223 add_msg( _( "Never mind." ) );
11224 return;
11225 }
11226 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11227 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11228 } );
11229 g->add_draw_callback( scent_cb );
11230
11233 }
11234}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:587
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11236 of file game.cpp.

11237{
11238 if( use_tiles ) {
11240 }
11241}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11206 of file game.cpp.

11207{
11208 if( display_overlay_state( action ) ) {
11209 displaying_overlays.reset();
11210 } else {
11212 }
11213}
bool display_overlay_state(action_id)
Definition: game.cpp:11201

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11343 of file game.cpp.

11344{
11345 if( use_tiles ) {
11347 }
11348}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11243 of file game.cpp.

11244{
11245 if( use_tiles ) {
11247 }
11248}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11250 of file game.cpp.

11251{
11252 if( use_tiles ) {
11255 std::vector< tripoint > locations;
11256 uilist creature_menu;
11257 int num_creatures = 0;
11258 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11259 locations.emplace_back( g->u.pos() ); // add player first.
11260 for( const Creature &critter : g->all_creatures() ) {
11261 if( critter.is_player() ) {
11262 continue;
11263 }
11264 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11265 locations.emplace_back( critter.pos() );
11266 }
11267
11268 pointmenu_cb callback( locations );
11269 creature_menu.callback = &callback;
11270 creature_menu.w_y_setup = 0;
11271 creature_menu.query();
11272 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11273 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11275 }
11276 } else {
11278 }
11279 }
11280}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4835
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1035
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1449 of file game.cpp.

1450{
1451 if( is_game_over() ) {
1452 return cleanup_at_end();
1453 }
1454 // Actual stuff
1455 if( new_game ) {
1456 new_game = false;
1457 } else {
1458 gamemode->per_turn();
1459 calendar::turn += 1_turns;
1460 }
1461
1462 // starting a new turn, clear out temperature cache
1464 weather.clear_temp_cache();
1465
1466 if( npcs_dirty ) {
1467 load_npcs();
1468 }
1469
1472 // If controlling a vehicle that is owned by someone else
1474 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1475 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1476 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1477 }
1478 }
1479 // If riding a horse - chance to spook
1480 if( u.is_mounted() ) {
1482 }
1483 if( calendar::once_every( 1_days ) ) {
1485 }
1486
1487 // Move hordes every 2.5 min
1490 // Hordes that reached the reality bubble need to spawn,
1491 // make them spawn in invisible areas only.
1492 m.spawn_monsters( false );
1493 }
1494
1496
1497 u.update_body();
1498
1499 // Auto-save if autosave is enabled
1500 if( get_option<bool>( "AUTOSAVE" ) &&
1501 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1502 !u.is_dead_state() ) {
1503 autosave();
1504 }
1505
1506 weather.update_weather();
1508
1512 // Process NPC sound events before they move or they hear themselves talking
1513 for( npc &guy : all_npcs() ) {
1514 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1516 }
1517 }
1518
1519 // Process sound events into sound markers for display to the player.
1521
1522 if( u.is_deaf() ) {
1524 }
1525
1526 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1527 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1528 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1529 cleanup_dead();
1531 // Process any new sounds the player caused during their turn.
1532 for( npc &guy : all_npcs() ) {
1533 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1535 }
1536 }
1539 wait_popup.reset();
1541 }
1542
1543 if( queue_screenshot ) {
1547 queue_screenshot = false;
1548 }
1549
1550 if( handle_action() ) {
1552 u.action_taken();
1553 }
1554
1555 if( is_game_over() ) {
1556 return cleanup_at_end();
1557 }
1558
1559 if( uquit == QUIT_WATCH ) {
1560 break;
1561 }
1562 if( u.activity ) {
1564 }
1565 }
1566 // Reset displayed sound markers now that the turn is over.
1567 // We only want this to happen if the player had a chance to examine the sounds.
1569 }
1570 }
1571
1572 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1573 // Still have a view offset, but might not be driving anymore,
1574 // or the option has been deactivated,
1575 // might also happen when someone dives from a moving car.
1576 // or when using the handbrake.
1577 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1578 calc_driving_offset( veh );
1579 }
1580
1581 // No-scent debug mutation has to be processed here or else it takes time to start working
1582 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1583 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1586 }
1587 scent.update( u.pos(), m );
1588
1589 // We need floor cache before checking falling 'n stuff
1591
1594 m.vehmove();
1595 m.process_fields();
1596 m.process_items();
1599
1600 // Apply sounds from previous turn to monster and NPC AI.
1602 // Update vision caches for monsters. If this turns out to be expensive,
1603 // consider a stripped down cache just for monsters.
1604 m.build_map_cache( get_levz(), true );
1605 monmove();
1606 if( calendar::once_every( 5_minutes ) ) {
1608 }
1609 if( calendar::once_every( 10_seconds ) ) {
1610 for( const tripoint &elem : m.get_furn_field_locations() ) {
1611 const auto &furn = m.furn( elem ).obj();
1612 for( const emit_id &e : furn.emissions ) {
1613 m.emit_field( elem, e );
1614 }
1615 }
1616 }
1619 u.process_turn();
1620
1622 cleanup_dead();
1623
1624 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1627 }
1628
1629 if( get_levz() >= 0 && !u.is_underwater() ) {
1630 handle_weather_effects( weather.weather_id );
1631 }
1632
1633 const bool player_is_sleeping = u.has_effect( effect_sleep );
1634 bool wait_redraw = false;
1635 std::string wait_message;
1636 time_duration wait_refresh_rate;
1637 if( player_is_sleeping ) {
1638 wait_redraw = true;
1639 wait_message = _( "Wait till you wake up…" );
1640 wait_refresh_rate = 30_minutes;
1641 if( calendar::once_every( 1_hours ) ) {
1643 }
1644 } else if( u.has_destination() ) {
1645 wait_redraw = true;
1646 wait_message = _( "Travelling…" );
1647 wait_refresh_rate = 15_turns;
1648 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1649 wait_redraw = true;
1650 wait_message = *progress;
1651 if( u.activity.id() == ACT_AUTODRIVE ) {
1652 wait_refresh_rate = 1_turns;
1653 } else {
1654 wait_refresh_rate = 5_minutes;
1655 }
1656 }
1657 if( wait_redraw ) {
1659 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1660 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1662 }
1663
1664 // Avoid redrawing the main UI every time due to invalidation
1666 wait_popup = std::make_unique<static_popup>();
1667 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1671 }
1672 } else {
1673 // Nothing to wait for now
1674 wait_popup.reset();
1676 }
1677
1679 u.update_body_wetness( get_weather().get_precise() );
1680 u.apply_wetness_morale( weather.temperature );
1681
1682 if( calendar::once_every( 1_minutes ) ) {
1683 u.update_morale();
1684 }
1685
1686 if( calendar::once_every( 9_turns ) ) {
1688 }
1689
1690 if( !u.is_deaf() ) {
1692 }
1697
1698 // reset player noise
1699 u.volume = 0;
1700
1701 return false;
1702}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:9000
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:877
bool check_mount_is_spooked()
Definition: character.cpp:1102
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5183
bool is_mounted() const
Definition: character.cpp:1143
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8759
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9127
bool is_deaf() const
Definition: character.cpp:4486
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4665
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1887
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1802
virtual bool is_underwater() const
Definition: creature.cpp:174
int get_levz() const
Definition: game.cpp:11968
void overmap_npc_move()
Definition: game.cpp:4336
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12078
void monmove()
Definition: game.cpp:4211
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1766
void add_artifact_dreams()
Definition: game.cpp:11912
int moves_since_last_save
Definition: game.h:1065
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7244
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1347
bool cleanup_at_end()
Definition: game.cpp:1043
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1101
bool queue_screenshot
Definition: game.h:1044
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11401
void process_activity()
Definition: game.cpp:1755
void update_stair_monsters()
Definition: game.cpp:10889
void process_voluntary_act_interrupt()
Definition: game.cpp:1716
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:911
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1072
void cleanup_dead()
Definition: game.cpp:4176
bool is_game_over()
Definition: game.cpp:2462
void perhaps_add_random_npc()
Definition: game.cpp:11136
void mon_info_update()
Definition: game.cpp:3975
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8047
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2274
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7744
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7703
void vehmove()
Definition: map.cpp:414
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1563
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1348
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8213
void process_items()
Definition: map.cpp:4567
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
bool is_dead_state() const override
Returns true if the player should be dead.
Definition: player.cpp:777
int volume
Definition: player.h:590
int scent
Definition: player.h:599
void update_body_wetness(const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
Definition: player.cpp:1564
void process_turn() override
Resets movement points and applies other non-idempotent changes.
Definition: player.cpp:277
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1170
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1614
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1609
void do_danger_music()
Definition: sounds.cpp:1613
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1615
void do_fatigue()
Definition: sounds.cpp:1634
void remove_hearing_loss()
Definition: sounds.cpp:1610
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), player::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), player::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), player::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3234 of file game.cpp.

3235{
3236 if( test_mode ) {
3237 return;
3238 }
3239
3240 //temporary fix for updating visibility for minimap
3241 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3244
3245 werase( w_terrain );
3246 draw_ter();
3247 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3248 shared_ptr_fast<draw_callback_t> cb = it->lock();
3249 if( cb ) {
3250 ( *cb )();
3251 ++it;
3252 } else {
3253 it = draw_callbacks.erase( it );
3254 }
3255 }
3257
3258 draw_panels( true );
3259}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:1011
void draw_panels(bool force_draw=false)
Definition: game.cpp:3261
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3375
void update_visibility_cache(int zlev)
Definition: map.cpp:5594
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 963 of file animation.cpp.

964{
965}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 518 of file animation.cpp.

520{
521 draw_bullet_curses( m, t, bullet, &trajectory[i] );
522}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:459
std::vector< tripoint > trajectory
Definition: ranged.h:32

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3357 of file game.cpp.

3358{
3359 draw_critter_internal( w_terrain, critter, center, false, m, u );
3360}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3324

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3362 of file game.cpp.

3363{
3364 draw_critter_internal( w_terrain, critter, center, true, m, u );
3365}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 724 of file animation.cpp.

725{
726 const tripoint rp = relative_view_pos( *this, p );
727 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
728}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:127
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 919 of file animation.cpp.

920{
921}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 880 of file animation.cpp.

881{
882}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 893 of file animation.cpp.

894{
895}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 737 of file animation.cpp.

738{
739 // Do nothing
740}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 581 of file animation.cpp.

582{
583 draw_hit_mon_curses( p, m, u, dead );
584}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:552

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 626 of file animation.cpp.

627{
628 draw_hit_player_curses( *this, p, dam );
629}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:589

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 933 of file animation.cpp.

935{
936}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 710 of file animation.cpp.

711{
712 draw_line_curses( *this, points );
713}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:690

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 677 of file animation.cpp.

679{
680 if( !u.sees( p ) ) {
681 return;
682 }
683
684 draw_line_curses( *this, center, points, noreveal );
685}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5781 of file game.cpp.

5782{
5783 if( !liveview.is_enabled() ) {
5784#if defined( TILES )
5785 if( is_draw_tiles_mode() ) {
5786 draw_cursor( lp );
5787 return;
5788 }
5789#endif
5790 const tripoint view_center = u.pos() + u.view_offset;
5791 visibility_type visibility = VIS_HIDDEN;
5792 const bool inbounds = m.inbounds( lp );
5793 if( inbounds ) {
5794 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5795 }
5796 if( visibility == VIS_CLEAR ) {
5797 const Creature *const creature = critter_at( lp, true );
5798 if( creature != nullptr && u.sees( *creature ) ) {
5799 creature->draw( w_terrain, view_center, true );
5800 } else {
5801 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5802 }
5803 } else {
5804 std::string visibility_indicator;
5805 nc_color visibility_indicator_color = c_white;
5806 switch( visibility ) {
5807 case VIS_CLEAR:
5808 // Already handled by the outer if statement
5809 break;
5810 case VIS_BOOMER:
5811 case VIS_BOOMER_DARK:
5812 visibility_indicator = '#';
5813 visibility_indicator_color = c_pink;
5814 break;
5815 case VIS_DARK:
5816 visibility_indicator = '#';
5817 visibility_indicator_color = c_dark_gray;
5818 break;
5819 case VIS_LIT:
5820 visibility_indicator = '#';
5821 visibility_indicator_color = c_light_gray;
5822 break;
5823 case VIS_HIDDEN:
5824 visibility_indicator = 'x';
5825 visibility_indicator_color = c_white;
5826 break;
5827 }
5828
5829 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5830 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5831 }
5832 }
5833}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:724
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4655
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7754
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5648
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:700
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5826
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3435 of file game.cpp.

3436{
3437
3438 // Draw the box
3439 werase( w_minimap );
3441
3442 const tripoint_abs_omt curs = u.global_omt_location();
3443 const point_abs_omt curs2( curs.xy() );
3445 bool drew_mission = targ == overmap::invalid_tripoint;
3446
3447 for( int i = -2; i <= 2; i++ ) {
3448 for( int j = -2; j <= 2; j++ ) {
3449 const point_abs_omt om( curs2 + point( i, j ) );
3450 nc_color ter_color;
3451 tripoint_abs_omt omp( om, get_levz() );
3452 std::string ter_sym;
3453 const bool seen = overmap_buffer.seen( omp );
3454 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3455 if( overmap_buffer.has_note( omp ) ) {
3456
3457 const std::string &note_text = overmap_buffer.note( omp );
3458
3459 ter_color = c_yellow;
3460 ter_sym = "N";
3461
3462 int symbolIndex = note_text.find( ':' );
3463 int colorIndex = note_text.find( ';' );
3464
3465 bool symbolFirst = symbolIndex < colorIndex;
3466
3467 if( colorIndex > -1 && symbolIndex > -1 ) {
3468 if( symbolFirst ) {
3469 if( colorIndex > 4 ) {
3470 colorIndex = -1;
3471 }
3472 if( symbolIndex > 1 ) {
3473 symbolIndex = -1;
3474 colorIndex = -1;
3475 }
3476 } else {
3477 if( symbolIndex > 4 ) {
3478 symbolIndex = -1;
3479 }
3480 if( colorIndex > 2 ) {
3481 colorIndex = -1;
3482 }
3483 }
3484 } else if( colorIndex > 2 ) {
3485 colorIndex = -1;
3486 } else if( symbolIndex > 1 ) {
3487 symbolIndex = -1;
3488 }
3489
3490 if( symbolIndex > -1 ) {
3491 int symbolStart = 0;
3492 if( colorIndex > -1 && !symbolFirst ) {
3493 symbolStart = colorIndex + 1;
3494 }
3495 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3496 }
3497
3498 if( colorIndex > -1 ) {
3499
3500 int colorStart = 0;
3501
3502 if( symbolIndex > -1 && symbolFirst ) {
3503 colorStart = symbolIndex + 1;
3504 }
3505
3506 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3507
3508 if( sym.length() == 2 ) {
3509 if( sym == "br" ) {
3510 ter_color = c_brown;
3511 } else if( sym == "lg" ) {
3512 ter_color = c_light_gray;
3513 } else if( sym == "dg" ) {
3514 ter_color = c_dark_gray;
3515 }
3516 } else {
3517 char colorID = sym.c_str()[0];
3518 if( colorID == 'r' ) {
3519 ter_color = c_light_red;
3520 } else if( colorID == 'R' ) {
3521 ter_color = c_red;
3522 } else if( colorID == 'g' ) {
3523 ter_color = c_light_green;
3524 } else if( colorID == 'G' ) {
3525 ter_color = c_green;
3526 } else if( colorID == 'b' ) {
3527 ter_color = c_light_blue;
3528 } else if( colorID == 'B' ) {
3529 ter_color = c_blue;
3530 } else if( colorID == 'W' ) {
3531 ter_color = c_white;
3532 } else if( colorID == 'C' ) {
3533 ter_color = c_cyan;
3534 } else if( colorID == 'c' ) {
3535 ter_color = c_light_cyan;
3536 } else if( colorID == 'P' ) {
3537 ter_color = c_pink;
3538 } else if( colorID == 'm' ) {
3539 ter_color = c_magenta;
3540 }
3541 }
3542 }
3543 } else if( !seen ) {
3544 ter_sym = " ";
3545 ter_color = c_black;
3546 } else if( vehicle_here ) {
3547 ter_color = c_cyan;
3548 ter_sym = "c";
3549 } else {
3550 const oter_id &cur_ter = overmap_buffer.ter( omp );
3551 ter_sym = cur_ter->get_symbol();
3552 if( overmap_buffer.is_explored( omp ) ) {
3553 ter_color = c_dark_gray;
3554 } else {
3555 ter_color = cur_ter->get_color();
3556 }
3557 }
3558 if( !drew_mission && targ.xy() == omp.xy() ) {
3559 // If there is a mission target, and it's not on the same
3560 // overmap terrain as the player character, mark it.
3561 // TODO: Inform player if the mission is above or below
3562 drew_mission = true;
3563 if( i != 0 || j != 0 ) {
3564 ter_color = red_background( ter_color );
3565 }
3566 }
3567 if( i == 0 && j == 0 ) {
3568 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3569 } else {
3570 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3571 }
3572 }
3573 }
3574
3575 // Print arrow to mission if we have one!
3576 if( !drew_mission ) {
3577 double slope = curs2.x() != targ.x() ?
3578 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3579
3580 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3581 if( targ.y() > curs2.y() ) {
3582 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3583 } else {
3584 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3585 }
3586 } else {
3587 int arrowx = -1;
3588 int arrowy = -1;
3589 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3590 arrowy = targ.y() > curs2.y() ? 6 : 0;
3591 arrowx =
3592 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3593 if( arrowx < 0 ) {
3594 arrowx = 0;
3595 }
3596 if( arrowx > 6 ) {
3597 arrowx = 6;
3598 }
3599 } else {
3600 arrowx = targ.x() > curs2.x() ? 6 : 0;
3601 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3602 if( arrowy < 0 ) {
3603 arrowy = 0;
3604 }
3605 if( arrowy > 6 ) {
3606 arrowy = 6;
3607 }
3608 }
3609 char glyph = '*';
3610 if( targ.z() > u.posz() ) {
3611 glyph = '^';
3612 } else if( targ.z() < u.posz() ) {
3613 glyph = 'v';
3614 }
3615
3616 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3617 }
3618 }
3619
3620 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3621 for( int i = -3; i <= 3; i++ ) {
3622 for( int j = -3; j <= 3; j++ ) {
3623 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3624 continue; // only do hordes on the border, skip inner map
3625 }
3626 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3628 if( overmap_buffer.seen( omp )
3629 && g->u.overmap_los( omp, sight_points ) ) {
3630 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3631 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3632 }
3633 }
3634 }
3635 }
3636
3638}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:203
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 977 of file animation.cpp.

979{
980}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3261 of file game.cpp.

3262{
3263 static int previous_turn = -1;
3264 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3265 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3266 auto &mgr = panel_manager::get_manager();
3267 int y = 0;
3268 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3269 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3270 int log_height = 0;
3271 for( const window_panel &panel : mgr.get_current_layout() ) {
3272 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3273 log_height += panel.get_height() + spacer;
3274 }
3275 }
3276 log_height = std::max( TERMY - log_height, 3 );
3277 for( const window_panel &panel : mgr.get_current_layout() ) {
3278 if( panel.render() ) {
3279 // height clamped to window height.
3280 int h = std::min( panel.get_height(), TERMY - y );
3281 if( h == -2 ) {
3282 h = log_height;
3283 }
3284 h += spacer;
3285 if( panel.toggle && panel.render() && h > 0 ) {
3286 if( panel.always_draw || draw_this_turn ) {
3287 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3288 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3289 }
3290 if( show_panel_adm ) {
3291 const std::string panel_name = _( panel.get_name() );
3292 const int panel_name_width = utf8_width( panel_name );
3293 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3294 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3295 werase( label );
3296 mvwprintz( label, point_zero, c_light_red, panel_name );
3298 label = catacurses::newwin( h, 1,
3299 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3300 werase( label );
3301 if( h == 1 ) {
3303 } else {
3305 for( int i = 1; i < h - 1; i++ ) {
3307 }
3308 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3309 }
3311 }
3312 y += h;
3313 }
3314 }
3315 }
3316 previous_turn = current_turn;
3317}
bool show_panel_adm
Definition: game.h:1039
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3319 of file game.cpp.

3320{
3321 w_pixel_minimap = w;
3322}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 854 of file animation.cpp.

855{
856}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 805 of file animation.cpp.

806{
807 draw_sct_curses( *this );
808}
void draw_sct_curses(const game &g)
Definition: animation.cpp:772

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3375 of file game.cpp.

3376{
3378 draw_sounds );
3379}
bool is_looking
Definition: game.h:250

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3381 of file game.cpp.

3382{
3384
3385 m.draw( w_terrain, center );
3386
3387 if( draw_sounds ) {
3389 }
3390
3391 for( Creature &critter : all_creatures() ) {
3392 draw_critter( critter, center );
3393 }
3394
3395 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3396 // Draw auto-move preview trail
3397 const tripoint &final_destination = destination_preview.back();
3398 tripoint line_center = u.pos() + u.view_offset;
3399 draw_line( final_destination, line_center, destination_preview, true );
3400 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3401 POSY - u.posy() ), c_white, 'X' );
3402 }
3403
3404 if( u.controlling_vehicle && !looking ) {
3405 draw_veh_dir_indicator( false );
3406 draw_veh_dir_indicator( true );
3407 }
3408 // Place the cursor over the player as is expected by screen readers.
3409 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3410}
int posx() const override
Definition: character.h:779
int posy() const override
Definition: character.h:782
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3357
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12068
std::vector< tripoint > destination_preview
Definition: game.h:1091
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3427
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:677
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5698
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:3047
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 867 of file animation.cpp.

868{
869}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7092 of file game.cpp.

7093{
7094 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7095}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:7062

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 906 of file animation.cpp.

907{
908}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3427 of file game.cpp.

3428{
3429 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3430 auto col = next ? c_white : c_dark_gray;
3431 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3432 }
3433}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3412

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 949 of file animation.cpp.

951{
952}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 764 of file animation.cpp.

765{
767}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:745

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 840 of file animation.cpp.

841{
842 draw_zones_curses( w_terrain, start, end, offset );
843}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:813

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8134 of file game.cpp.

8135{
8137}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2505
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8139 of file game.cpp.

8140{
8141 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8142 u.drop( game_menus::inv::multidrop( u ), *pnt );
8143 }
8144}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 37 of file dump.cpp.

39{
40 try {
41 loading_ui ui( false );
43 load_packs( _( "Loading content packs" ), { mod_id( "dda" ) }, ui );
45 } catch( const std::exception &err ) {
46 std::cerr << "Error loading data from json: " << err.what() << std::endl;
47 return false;
48 }
49
50 std::vector<std::string> header;
51 std::vector<std::vector<std::string>> rows;
52
53 int scol = 0; // sorting column
54
55 std::map<std::string, standard_npc> test_npcs;
56 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
57 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
58 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
59 4, 8, 8, 8, 10 /* PER 10 */ );
60 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
61 4, 10, 8, 8, 8 /* STAT 10 */ );
62 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
64 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
65 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
66
67 std::map<std::string, item> test_items;
68 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
70 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
71 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
72 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
73
74 if( what == "AMMO" ) {
75 header = {
76 "Name", "Ammo", "Volume", "Weight", "Stack",
77 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
78 };
79 auto dump = [&rows]( const item & obj ) {
80 std::vector<std::string> r;
81 r.push_back( obj.tname( 1, false ) );
82 r.push_back( obj.ammo_type().str() );
83 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
84 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
85 r.push_back( std::to_string( obj.type->stack_size ) );
86 r.push_back( std::to_string( obj.type->ammo->range ) );
87 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
88 r.push_back( std::to_string( obj.type->ammo->recoil ) );
89 damage_instance damage = obj.type->ammo->damage;
90 r.push_back( std::to_string( damage.total_damage() ) );
91 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
92 rows.push_back( r );
93 };
94 for( const itype *e : item_controller->all() ) {
95 if( e->ammo ) {
96 dump( item( e, calendar::turn, item::solitary_tag {} ) );
97 }
98 }
99
100 } else if( what == "ARMOR" ) {
101 header = {
102 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
103 };
104 auto dump = [&rows]( const item & obj ) {
105 std::vector<std::string> r;
106 r.push_back( obj.tname( 1, false ) );
107 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
108 r.push_back( std::to_string( obj.get_warmth() ) );
109 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
110 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
111 r.push_back( std::to_string( obj.get_coverage() ) );
112 r.push_back( std::to_string( obj.bash_resist() ) );
113 r.push_back( std::to_string( obj.cut_resist() ) );
114 r.push_back( std::to_string( obj.bullet_resist() ) );
115 r.push_back( std::to_string( obj.acid_resist() ) );
116 r.push_back( std::to_string( obj.fire_resist() ) );
117 rows.push_back( r );
118 };
119
120 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
121
122 for( const itype *e : item_controller->all() ) {
123 if( e->armor ) {
124 item obj( e );
125 if( bp == num_bp || obj.covers( bp ) ) {
126 if( obj.has_flag( flag_VARSIZE ) ) {
127 obj.set_flag( "FIT" );
128 }
129 dump( obj );
130 }
131 }
132 }
133
134 } else if( what == "EDIBLE" ) {
135 header = {
136 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
137 };
138 for( const auto &v : vitamin::all() ) {
139 header.push_back( v.second.name() );
140 }
141 auto dump = [&rows]( const item & obj ) {
142 std::vector<std::string> r;
143 r.push_back( obj.tname( 1, false ) );
144 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
145 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
146 r.push_back( std::to_string( obj.type->stack_size ) );
147 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
148 r.push_back( std::to_string( obj.get_comestible()->quench ) );
149 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
150 auto vits = obj.get_comestible()->default_nutrition.vitamins;
151 for( const auto &v : vitamin::all() ) {
152 r.push_back( std::to_string( vits[ v.first ] ) );
153 }
154 rows.push_back( r );
155 };
156
157 for( const itype *e : item_controller->all() ) {
159
160 if( food.is_food() && g->u.can_eat( food ).success() ) {
161 dump( food );
162 }
163 }
164
165 } else if( what == "GUN" ) {
166 header = {
167 "Name", "Ammo", "Volume", "Weight", "Capacity",
168 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
169 "Aim time", "Effective range", "Snapshot range", "Max range"
170 };
171
172 std::set<std::string> locations;
173 for( const itype *e : item_controller->all() ) {
174 if( e->gun ) {
175 std::transform( e->gun->valid_mod_locations.begin(),
176 e->gun->valid_mod_locations.end(),
177 std::inserter( locations, locations.begin() ),
178 []( const std::pair<gunmod_location, int> &q ) {
179 return q.first.name();
180 } );
181 }
182 }
183 for( const auto &e : locations ) {
184 header.push_back( e );
185 }
186
187 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
188 std::vector<std::string> r;
189 r.push_back( obj.tname( 1, false ) );
190 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
191 obj.ammo_types().end(), []( const ammotype & at ) {
192 return at.str();
194 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
195 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
196 r.push_back( std::to_string( obj.ammo_capacity() ) );
197 r.push_back( std::to_string( obj.gun_range() ) );
198 r.push_back( std::to_string( obj.gun_dispersion() ) );
199 r.push_back( std::to_string( obj.gun_recoil() ) );
200 damage_instance damage = obj.gun_damage();
201 r.push_back( std::to_string( damage.total_damage() ) );
202 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
203
204 r.push_back( std::to_string( who.gun_engagement_moves( obj ) ) );
205
206 for( const auto &e : locations ) {
207 const auto &vml = obj.type->gun->valid_mod_locations;
208 const auto iter = vml.find( e );
209 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
210 }
211 rows.push_back( r );
212 };
213 for( const itype *e : item_controller->all() ) {
214 if( e->gun ) {
215 item gun( e );
216 if( !gun.magazine_integral() ) {
217 gun.put_in( item( gun.magazine_default() ) );
218 }
219 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
220
221 dump( test_npcs[ "S1" ], gun );
222
223 if( gun.type->gun->barrel_length > 0_ml ) {
224 gun.put_in( item( "barrel_small" ) );
225 dump( test_npcs[ "S1" ], gun );
226 }
227 }
228 }
229
230 } else if( what == "RECIPE" ) {
231
232 // optionally filter recipes to include only those using specified skills
233 recipe_subset dict;
234 for( const auto &r : recipe_dict ) {
235 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
236 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
237 return true;
238 }
239 const auto iter = r.second.required_skills.find( skill_id( s ) );
240 return iter != r.second.required_skills.end() && iter->second > 0;
241 } ) ) {
242 dict.include( &r.second );
243 }
244 }
245
246 // only consider skills that are required by at least one recipe
247 std::vector<Skill> sk;
248 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
249 std::back_inserter( sk ), [&dict]( const Skill & s ) {
250 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
251 return r->skill_used == s.ident() ||
252 r->required_skills.find( s.ident() ) != r->required_skills.end();
253 } );
254 } );
255
256 header = { "Result" };
257
258 for( const auto &e : sk ) {
259 header.push_back( e.ident().str() );
260 }
261
262 for( const recipe *e : dict ) {
263 std::vector<std::string> r;
264 r.push_back( e->result_name() );
265 for( const auto &s : sk ) {
266 if( e->skill_used == s.ident() ) {
267 r.push_back( std::to_string( e->difficulty ) );
268 } else {
269 auto iter = e->required_skills.find( s.ident() );
270 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
271 }
272 }
273 rows.push_back( r );
274 }
275
276 } else if( what == "VEHICLE" ) {
277 header = {
278 "Name", "Weight (empty)", "Weight (fueled)",
279 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
280 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
281 };
282 auto dump = [&rows]( const vproto_id & obj ) {
283 vehicle veh_empty( obj, 0, 0 );
284 vehicle veh_fueled( obj, 100, 0 );
285
286 std::vector<std::string> r;
287 r.push_back( veh_empty.name );
288 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
289 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
290 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
293 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
294 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
295 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
296 r.push_back( std::to_string( static_cast<int>( 50 *
297 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
298 rows.push_back( r );
299 };
300 for( auto &e : vehicle_prototype::get_all() ) {
301 dump( e );
302 }
303
304 } else if( what == "VPART" ) {
305 header = {
306 "Name", "Location", "Weight", "Size"
307 };
308 auto dump = [&rows]( const vpart_info & obj ) {
309 std::vector<std::string> r;
310 r.push_back( obj.name() );
311 r.push_back( obj.location );
312 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
313 r.push_back( std::to_string( w ) );
314 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
315 rows.push_back( r );
316 };
317 for( const auto &e : vpart_info::all() ) {
318 dump( e.second );
319 }
320
321 } else {
322 std::cerr << "unknown argument: " << what << std::endl;
323 return false;
324 }
325
326 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
327 return e.empty();
328 } ), rows.end() );
329
330 if( scol >= 0 ) {
331 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
332 const std::vector<std::string> &rhs ) {
333 return localized_compare( lhs[ scol ], rhs[ scol ] );
334 } );
335 }
336
337 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
338
339 switch( mode ) {
340 case dump_mode::TSV:
341 rows.insert( rows.begin(), header );
342 for( const auto &r : rows ) {
343 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
344 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
345 std::cout << r.back() << "\n";
346 }
347 break;
348
349 case dump_mode::HTML:
350 std::cout << "<table>";
351
352 std::cout << "<thead>";
353 std::cout << "<tr>";
354 for( const auto &col : header ) {
355 std::cout << "<th>" << col << "</th>";
356 }
357 std::cout << "</tr>";
358 std::cout << "</thead>";
359
360 std::cout << "<tdata>";
361 for( const auto &r : rows ) {
362 std::cout << "<tr>";
363 for( const auto &col : r ) {
364 std::cout << "<td>" << col << "</td>";
365 }
366 std::cout << "</tr>";
367 }
368 std::cout << "</tdata>";
369
370 std::cout << "</table>";
371 break;
372 }
373
374 return true;
375}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
bool load_packs(const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
Load content packs.
Definition: game.cpp:2752
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4865
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:990
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1394
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1641
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:680
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:196
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157
string_id< MOD_INFORMATION > mod_id
Definition: type_id.h:98

References _, vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), DynamicDataLoader::finalize_loaded_data(), flag_VARSIZE(), g, get_body_part_token(), DynamicDataLoader::get_instance(), itype::gun, item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, load_core_data(), load_packs(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2862 of file game.cpp.

2863{
2864 return *event_bus_ptr;
2865}
pimpl< event_bus > event_bus_ptr
Definition: game.h:978

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 5093 of file game.cpp.

5094{
5095 if( veh.magic ) {
5096 add_msg( m_info, _( "This is your %s" ), veh.name );
5097 return;
5098 }
5099 auto act = veh_interact::run( veh, c );
5100 if( act ) {
5101 u.moves = 0;
5103 }
5104}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1866
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5482 of file game.cpp.

5483{
5484 // if we are driving a vehicle, examine the
5485 // current tile without asking.
5486 const optional_vpart_position vp = m.veh_at( u.pos() );
5487 if( vp && vp->vehicle().player_in_control( u ) ) {
5488 examine( u.pos() );
5489 return;
5490 }
5491
5492 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5493 _( "There is nothing that can be examined nearby." ),
5494 ACTION_EXAMINE, false );
5495 if( !examp_ ) {
5496 return;
5497 }
5498 u.manual_examine = true;
5499 examine( *examp_ );
5500 u.manual_examine = false;
5501}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1035
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5482
bool manual_examine
Definition: player.h:603

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5570 of file game.cpp.

5571{
5572 if( disable_robot( examp ) ) {
5573 return;
5574 }
5575
5576 Creature *c = critter_at( examp );
5577 if( c != nullptr ) {
5578 monster *mon = dynamic_cast<monster *>( c );
5579 if( mon != nullptr ) {
5580 add_msg( _( "There is a %s." ), mon->get_name() );
5581 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5582 if( monexamine::pet_menu( *mon ) ) {
5583 return;
5584 }
5585 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5586 if( monexamine::mech_hack( *mon ) ) {
5587 return;
5588 }
5589 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5590 if( monexamine::pay_bot( *mon ) ) {
5591 return;
5592 }
5593 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5594 if( monexamine::mfriend_menu( *mon ) ) {
5595 return;
5596 }
5597 }
5598 } else if( u.is_mounted() ) {
5599 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5600 }
5601 npc *np = dynamic_cast<npc *>( c );
5602 if( np != nullptr && !u.is_mounted() ) {
5603 if( npc_menu( *np ) ) {
5604 return;
5605 }
5606 } else if( np != nullptr && u.is_mounted() ) {
5607 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5608 }
5609 }
5610
5611 const optional_vpart_position vp = m.veh_at( examp );
5612 if( vp && u.is_mounted() ) {
5613 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5614 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5615 } else {
5616 vp->vehicle().interact_with( examp, vp->part_index() );
5617 return;
5618 }
5619 } else if( vp && !u.is_mounted() ) {
5620 vp->vehicle().interact_with( examp, vp->part_index() );
5621 return;
5622 }
5623
5624 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5625 use_computer( examp );
5626 return;
5627 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5628 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5629 }
5630 const furn_t &xfurn_t = m.furn( examp ).obj();
5631 const ter_t &xter_t = m.ter( examp ).obj();
5632
5633 const tripoint player_pos = u.pos();
5634
5635 if( m.has_furn( examp ) && !u.is_mounted() ) {
5636 xfurn_t.examine( u, examp );
5637 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5638 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5639 } else {
5640 if( !u.is_mounted() ) {
5641 xter_t.examine( u, examp );
5642 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5643 xter_t.examine( u, examp );
5644 } else {
5645 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5646 }
5647 }
5648
5649 // Did the player get moved? Bail out if so; our examp probably
5650 // isn't valid anymore.
5651 if( player_pos != u.pos() ) {
5652 return;
5653 }
5654
5655 bool none = true;
5656 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5657 none = false;
5658 }
5659
5660 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5661 iexamine::trap( u, examp );
5662 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5663 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5664 }
5665
5666 // In case of teleport trap or somesuch
5667 if( player_pos != u.pos() ) {
5668 return;
5669 }
5670
5671 // Feedback for fire lasting time, this can be judged while mounted
5672 const std::string fire_fuel = get_fire_fuel_string( examp );
5673 if( !fire_fuel.empty() ) {
5674 add_msg( fire_fuel );
5675 }
5676
5677 if( m.has_flag( "SEALED", examp ) ) {
5678 if( none ) {
5679 if( m.has_flag( "UNSTABLE", examp ) ) {
5680 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5681 } else {
5682 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5683 }
5684 }
5685 } else {
5686 //examp has no traps, is a container and doesn't have a special examination function
5687 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5688 m.has_flag( "CONTAINER", examp ) && none ) {
5689 add_msg( _( "It is empty." ) );
5690 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5691 xfurn_t.examine == &iexamine::fireplace ) ||
5692 xfurn_t.examine == &iexamine::workbench ) {
5693 return;
5694 } else {
5696 if( !u.is_mounted() ) {
5697 pickup::pick_up( examp, 0 );
5698 }
5699 }
5700 }
5701}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1556
@ A_FRIENDLY
Definition: creature.h:171
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4623
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8720
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5373
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1343
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5123
ter_id ter(const tripoint &p) const
Definition: map.cpp:1498
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1040
std::string get_name() const override
Definition: monster.cpp:488
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5503
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2893
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6080
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:247
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3792
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:425
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:497
bool pay_bot(monster &z)
Definition: monexamine.cpp:457
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:398
Definition: mapdata.h:457
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n%s" ), mod_src, fid->extended_description() );
125 } else {
126 desc = fid.obj().extended_description();
127 }
128 }
129 break;
131 if( !u.sees( p ) ) {
132 desc = _( "You can't see the terrain here." );
133 } else {
134 const ter_id tid = m.ter( p );
135 if( display_mod_source ) {
136 const std::string mod_src = enumerate_as_string( tid->src.begin(),
137 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
138 return string_format( "'%s'", source.second->name() );
140 desc = string_format( _( "Origin: %s\n%s" ), mod_src, tid->extended_description() );
141 } else {
142 desc = tid.obj().extended_description();
143 }
144 }
145 break;
146 }
147
148 std::string signage = m.get_signage( p );
149 if( !signage.empty() ) {
150 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
151 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
152 signage );
153 }
154
155 werase( w_main );
156 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
157 wnoutrefresh( w_main );
158 } );
159
160 do {
162 action = ctxt.handle_input();
163 if( action == "CREATURE" ) {
164 cur_target = description_target::creature;
165 } else if( action == "FURNITURE" ) {
167 } else if( action == "TERRAIN" ) {
168 cur_target = description_target::terrain;
169 }
170 } while( action != "CONFIRM" && action != "QUIT" );
171}
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:146
std::string get_signage(const tripoint &p) const
Definition: map.cpp:3987
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:494
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:459

References _, action, arrow, c_light_gray, c_white, creature, display_mod_source, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 7020 of file game.cpp.

7021{
7022 std::map<std::string, map_item_stack> temp_items;
7023 std::vector<map_item_stack> ret;
7024 std::vector<std::string> item_order;
7025
7026 if( u.is_blind() ) {
7027 return ret;
7028 }
7029
7030 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
7031 int center_z = u.pos().z;
7032
7033 for( int i = 1; i <= range; i++ ) {
7034 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
7035 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
7036 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
7037 u.sees( points_p_it ) &&
7038 m.sees_some_items( points_p_it, u ) ) {
7039
7040 for( auto &elem : m.i_at( points_p_it ) ) {
7041 const std::string name = elem.tname();
7042 const tripoint relative_pos = points_p_it - u.pos();
7043
7044 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
7045 item_order.push_back( name );
7046 temp_items[name] = map_item_stack( &elem, relative_pos );
7047 } else {
7048 temp_items[name].add_at_pos( &elem, relative_pos );
7049 }
7050 }
7051 }
7052 }
7053 }
7054
7055 for( auto &elem : item_order ) {
7056 ret.push_back( temp_items[elem] );
7057 }
7058
7059 return ret;
7060}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6342
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1968 of file game.cpp.

1969{
1970 return overmap_buffer.find_npc( id ).get();
1971}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10509 of file game.cpp.

10511{
10512 const int omtilesz = SEEX * 2;
10513 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10514 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10515 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10516
10517 // Try to find the stairs.
10519 int best = INT_MAX;
10520 const int movez = z_after - get_levz();
10521 const bool going_down_1 = movez == -1;
10522 const bool going_up_1 = movez == 1;
10523 // If there are stairs on the same x and y as we currently are, use those
10524 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10525 stairs.emplace( u.pos() + tripoint_below );
10526 }
10527 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10528 stairs.emplace( u.pos() + tripoint_above );
10529 }
10530 // We did not find stairs directly above or below, so search the map for them
10531 if( !stairs.has_value() ) {
10532 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10533 if( rl_dist( u.pos(), dest ) <= best &&
10534 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10535 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10536 mp.ter( dest ) == t_manhole_cover ) ) ||
10537 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10538 stairs.emplace( dest );
10539 best = rl_dist( u.pos(), dest );
10540 }
10541 }
10542 }
10543
10544 if( stairs.has_value() ) {
10545 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10546 npc *guy = dynamic_cast<npc *>( blocking_creature );
10547 monster *mon = dynamic_cast<monster *>( blocking_creature );
10548 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10549 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10550 std::string cr_name = blocking_creature->get_name();
10551 std::string msg;
10552 if( guy ) {
10553 //~ %s is the name of hostile NPC
10554 msg = string_format( _( "%s is in the way!" ), cr_name );
10555 } else {
10556 //~ %s is some monster
10557 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10558 }
10559
10560 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10561 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10562 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10563 add_msg( msg );
10564 return cata::nullopt;
10565 }
10566 }
10567 return stairs;
10568 }
10569
10570 // No stairs found! Try to make some
10571 rope_ladder = false;
10572 stairs.emplace( u.pos() );
10573 stairs->z = z_after;
10574 // Check the destination area for lava.
10575 if( mp.ter( *stairs ) == t_lava ) {
10576 if( movez < 0 &&
10577 !query_yn(
10578 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10579 return cata::nullopt;
10580 } else if( movez > 0 &&
10581 !query_yn(
10582 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10583 return cata::nullopt;
10584 }
10585
10586 return stairs;
10587 }
10588
10589 if( movez > 0 ) {
10590 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10591 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10592 return cata::nullopt;
10593 }
10594 }
10595 // Manhole covers need this to work
10596 // Maybe require manhole cover here and fail otherwise?
10597 return stairs;
10598 }
10599
10600 if( mp.impassable( *stairs ) ) {
10601 popup( _( "Halfway down, the way down becomes blocked off." ) );
10602 return cata::nullopt;
10603 }
10604
10605 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10606 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10607 rope_ladder = true;
10608 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10609 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10610 } else {
10611 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10612 }
10613 } else {
10614 return cata::nullopt;
10615 }
10616 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10617 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10618 if( u.has_trait( trait_VINES2 ) ) {
10619 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10620 rope_ladder = true;
10621 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10622 u.mod_pain( 5 );
10623 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10624 u.mod_stored_nutr( 10 );
10625 u.mod_thirst( 10 );
10626 } else {
10627 add_msg( _( "You gingerly descend using your vines." ) );
10628 }
10629 } else {
10630 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10631 rope_ladder = true;
10632 u.mod_stored_nutr( 10 );
10633 u.mod_thirst( 10 );
10634 }
10635 } else {
10636 return cata::nullopt;
10637 }
10638 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10639 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10640 rope_ladder = true;
10642 } else {
10643 return cata::nullopt;
10644 }
10645 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10646 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10647 rope_ladder = true;
10649 } else {
10650 return cata::nullopt;
10651 }
10652 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10653 return cata::nullopt;
10654 }
10655
10656 return stairs;
10657}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8407
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9626
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4414
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4304
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3356
T & emplace(Args &&... args)
Definition: optional.h:146
constexpr bool has_value() const noexcept
Definition: optional.h:123
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8264
bool impassable(const tripoint &p) const
Definition: map.cpp:1795
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8593
bool is_enemy() const
Definition: npc.cpp:2043
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: player.cpp:945
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:10045
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:720
ter_id t_lava
Definition: mapdata.cpp:695
ter_id t_elevator
Definition: mapdata.cpp:723
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, player::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9847 of file game.cpp.

9849{
9850 if( c == nullptr ) {
9851 debugmsg( "game::fling_creature invoked on null target" );
9852 return;
9853 }
9854
9855 if( c->is_dead_state() ) {
9856 // Flinging a corpse causes problems, don't enable without testing
9857 return;
9858 }
9859
9860 if( c->is_hallucination() ) {
9861 // Don't fling hallucinations
9862 return;
9863 }
9864
9865 bool thru = true;
9866 const bool is_u = ( c == &u );
9867 // Don't animate critters getting bashed if animations are off
9868 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9869
9870 player *p = dynamic_cast<player *>( c );
9871
9872 tileray tdir( dir );
9873 int range = flvel / 10;
9874 tripoint pt = c->pos();
9875 tripoint prev_point = pt;
9876 bool force_next = false;
9877 tripoint next_forced;
9878 while( range > 0 ) {
9879 c->underwater = false;
9880 // TODO: Check whenever it is actually in the viewport
9881 // or maybe even just redraw the changed tiles
9882 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9883 if( force_next ) {
9884 pt = next_forced;
9885 force_next = false;
9886 } else {
9887 tdir.advance();
9888 pt.x = c->posx() + tdir.dx();
9889 pt.y = c->posy() + tdir.dy();
9890 }
9891 float force = 0;
9892
9893 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9894 //We process the intervening tile on this iteration and then the current tile on the next
9895 next_forced = pt;
9896 force_next = true;
9897 if( one_in( 2 ) ) {
9898 pt.x = prev_point.x;
9899 } else {
9900 pt.y = prev_point.y;
9901 }
9902 }
9903
9904
9905 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9906 monster &critter = *mon_ptr;
9907 // Approximate critter's "stopping power" with its max hp
9908 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9909 const int damage = rng( force, force * 2.0f ) / 6;
9910 c->impact( damage, pt );
9911 // Multiply zed damage by 6 because no body parts
9912 const int zed_damage = std::max( 0,
9913 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9914 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9915 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9916 critter.check_dead_state();
9917 if( !critter.is_dead() ) {
9918 thru = false;
9919 }
9920 } else if( m.impassable( pt ) ) {
9921 if( !m.veh_at( pt ).obstacle_at_part() ) {
9922 force = std::min<float>( m.bash_strength( pt ), flvel );
9923 } else {
9924 // No good way of limiting force here
9925 // Keep it 1 less than maximum to make the impact hurt
9926 // but to keep the target flying after it
9927 force = flvel - 1;
9928 }
9929 const int damage = rng( force, force * 2.0f ) / 9;
9930 c->impact( damage, pt );
9931 if( m.is_bashable( pt ) ) {
9932 // Only go through if we successfully make the tile passable
9933 m.bash( pt, flvel );
9934 thru = m.passable( pt );
9935 } else {
9936 thru = false;
9937 }
9938 }
9939
9940 // If the critter dies during flinging, moving it around causes debugmsgs
9941 if( c->is_dead_state() ) {
9942 return;
9943 }
9944
9945 flvel -= force;
9946 if( thru ) {
9947 if( p != nullptr ) {
9948 if( p->in_vehicle ) {
9949 m.unboard_vehicle( p->pos() );
9950 }
9951 // If we're flinging the player around, make sure the map stays centered on them.
9952 if( is_u && !suppress_map_update ) {
9953 update_map( pt.x, pt.y );
9954 } else {
9955 p->setpos( pt );
9956 }
9957 } else if( !critter_at( pt ) ) {
9958 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9959 // Just don't setpos if it happens - next iteration will do so
9960 // or the monster will stop a tile before the unpassable one
9961 c->setpos( pt );
9962 }
9963 } else {
9964 // Don't zero flvel - count this as slamming both the obstacle and the ground
9965 // although at lower velocity
9966 break;
9967 }
9968 //Vehicle wall tiles don't count for range
9969 if( !force_next ) {
9970 range--;
9971 }
9972 prev_point = pt;
9973 if( animate && ( seen || u.sees( *c ) ) ) {
9978 }
9979 }
9980
9981 // Fall down to the ground - always on the last reached tile
9982 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9983 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9984 // Didn't smash into a wall or a floor so only take the fall damage
9985 if( thru && trap_under_creature == tr_ledge ) {
9986 m.creature_on_trap( *c, false );
9987 } else {
9988 // Fall on ground
9989 int force = rng( flvel, flvel * 2 ) / 9;
9990 if( controlled ) {
9991 force = std::max( force / 2 - 5, 0 );
9992 }
9993 if( force > 0 ) {
9994 int dmg = c->impact( force, c->pos() );
9995 // TODO: Make landing damage the floor
9996 m.bash( c->pos(), dmg / 4, false, false, false );
9997 }
9998 // Always apply traps to creature i.e. bear traps, tele traps etc.
9999 m.creature_on_trap( *c, false );
10000 }
10001 } else {
10002 c->underwater = true;
10003 if( is_u ) {
10004 if( controlled ) {
10005 add_msg( _( "You dive into water." ) );
10006 } else {
10007 add_msg( m_warning, _( "You fall into water." ) );
10008 }
10009 }
10010 }
10011}
void setpos(const tripoint &p) override
Definition: character.h:797
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1839
point update_map(player &p)
Definition: game.cpp:10736
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2449
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6480
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3514
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1081
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2414
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8470
bool passable(const tripoint &p) const
Definition: map.cpp:1800
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1880
bool is_dead() const
Definition: monster.cpp:2778
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1661
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2493
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 5106 of file game.cpp.

5107{
5108 const auto valid_location = [&]( const tripoint & p ) {
5109 return g->is_empty( p );
5110 };
5111 const auto get_random_point = [&]() -> tripoint {
5112 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
5113 {
5114 return p * 2 - ( *pos );
5115 } else
5116 {
5117 return p;
5118 }
5119 };
5120
5121 const std::string &door_name = door_type.obj().name();
5122 const tripoint kbp = get_random_point();
5123
5124 // can't pushback any creatures/items anywhere, that means the door can't close.
5125 const bool cannot_push = kbp == p;
5126 const bool can_see = u.sees( p );
5127
5128 player *npc_or_player = critter_at<player>( p, false );
5129 if( npc_or_player != nullptr ) {
5130 if( bash_dmg <= 0 ) {
5131 return false;
5132 }
5133 if( npc_or_player->is_npc() && can_see ) {
5134 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5135 } else if( npc_or_player->is_player() ) {
5136 add_msg( m_bad, _( "The %s hits you." ), door_name );
5137 }
5138 if( npc_or_player->activity ) {
5139 npc_or_player->cancel_activity();
5140 }
5141 // TODO: make the npc angry?
5142 npc_or_player->hitall( bash_dmg, 0, nullptr );
5143 if( cannot_push ) {
5144 return false;
5145 }
5146 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5147 // TODO: perhaps damage/destroy the gate
5148 // if the npc was really big?
5149 }
5150 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5151 monster &critter = *mon_ptr;
5152 if( bash_dmg <= 0 ) {
5153 return false;
5154 }
5155 if( can_see ) {
5156 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5157 }
5158 if( critter.type->size <= MS_SMALL ) {
5159 critter.die_in_explosion( nullptr );
5160 } else {
5161 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5162 critter.check_dead_state();
5163 }
5164 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5165 // big critters simply prevent the gate from closing
5166 // TODO: perhaps damage/destroy the gate
5167 // if the critter was really big?
5168 return false;
5169 }
5170 if( !critter.is_dead() ) {
5171 // Still alive? Move the critter away so the door can close
5172 if( cannot_push ) {
5173 return false;
5174 }
5175 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5176 if( critter_at( p ) ) {
5177 return false;
5178 }
5179 }
5180 }
5181 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5182 if( bash_dmg <= 0 ) {
5183 return false;
5184 }
5185 vp->vehicle().damage( vp->part_index(), bash_dmg );
5186 if( m.veh_at( p ) ) {
5187 // Check again in case all parts at the door tile
5188 // have been destroyed, if there is still a vehicle
5189 // there, the door can not be closed
5190 return false;
5191 }
5192 }
5193 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5194 return false;
5195 }
5196 if( bash_dmg == 0 ) {
5197 for( auto &elem : m.i_at( p ) ) {
5198 if( elem.made_of( LIQUID ) ) {
5199 // Liquids are OK, will be destroyed later
5200 continue;
5201 } else if( elem.volume() < 250_ml ) {
5202 // Dito for small items, will be moved away
5203 continue;
5204 }
5205 // Everything else prevents the door from closing
5206 return false;
5207 }
5208 }
5209
5210 m.ter_set( p, door_type );
5211 if( m.has_flag( "NOITEM", p ) ) {
5212 map_stack items = m.i_at( p );
5213 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5214 if( it->made_of( LIQUID ) ) {
5215 it = items.erase( it );
5216 continue;
5217 }
5218 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5219 if( can_see ) {
5220 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5221 } else {
5222 add_msg( m_warning, _( "Something shatters!" ) );
5223 }
5224 it = items.erase( it );
5225 continue;
5226 }
5227 if( cannot_push ) {
5228 return false;
5229 }
5230 m.add_item_or_charges( kbp, *it );
5231 it = items.erase( it );
5232 }
5233 }
5234 return true;
5235}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8675
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
Definition: game.cpp:4385
iterator erase(const_iterator it) override
Definition: map.cpp:152
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1639
void die_in_explosion(Creature *source)
Definition: monster.cpp:1675
bool is_npc() const override
Definition: player.h:122
bool is_player() const override
Definition: player.h:105
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:511
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 641 of file game.cpp.

642{
643 return gamemode ? gamemode->id() : SGAME_NULL;
644}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12083 of file game.cpp.

12084{
12085 for( Creature &critter : all_creatures() ) {
12086 if( pred( critter ) ) {
12087 return &critter;
12088 }
12089 }
12090 return nullptr;
12091}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11993 of file game.cpp.

11995{
11996 std::vector<Creature *> result;
11997 for( Creature &critter : all_creatures() ) {
11998 if( pred( critter ) ) {
11999 result.push_back( &critter );
12000 }
12001 }
12002 return result;
12003}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11973 of file game.cpp.

11974{
11975 // The player is located in the middle submap of the map.
11977 const tripoint pos_om = sm_to_om_copy( sm );
11978 // TODO: fix point types
11979 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11980}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8274
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8804 of file game.cpp.

8805{
8806 std::vector<std::string> harmful_stuff;
8807 const auto fields_here = m.field_at( u.pos() );
8808 for( const auto &e : m.field_at( dest_loc ) ) {
8809 // warn before moving into a dangerous field except when already standing within a similar field
8810 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8811 harmful_stuff.push_back( e.second.name() );
8812 }
8813 }
8814
8815 if( !u.is_blind() ) {
8816 const trap &tr = m.tr_at( dest_loc );
8817 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8818 true ) );
8819 // HACK: Hack for now, later ledge should stop being a trap
8820 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8821 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8822 if( !boardable ) {
8823 harmful_stuff.emplace_back( tr.name() );
8824 }
8825 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8826 harmful_stuff.emplace_back( tr.name() );
8827 }
8828
8829 static const std::set< body_part > sharp_bps = {
8832 };
8833
8834 const auto sharp_bp_check = [this]( body_part bp ) {
8835 return u.immune_to( bp, { DT_CUT, 10 } );
8836 };
8837
8838 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8839 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8840 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8841 harmful_stuff.emplace_back( m.name( dest_loc ) );
8842 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8843 m.veh_at( dest_loc ) ) &&
8844 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8845 harmful_stuff.emplace_back( m.name( dest_loc ) );
8846 }
8847
8848 }
8849
8850 return harmful_stuff;
8851}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:248
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6971
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:196
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5285
bool has_zlevels() const
Definition: map.h:1685
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
bool immune_to(body_part bp, damage_unit dam) const
Check if a given body part is immune to a given damage type.
Definition: player.cpp:928
@ DT_CUT
Definition: damage.h:25
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), player::immune_to(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3744 of file game.cpp.

3745{
3746 // We're going to get the contiguous fishable terrain starting at
3747 // the provided fishing location (e.g. where a line was cast or a fish
3748 // trap was set), and then check whether or not fishable monsters are
3749 // actually in those locations. This will help us ensure that we're
3750 // getting our fish from the location that we're ACTUALLY fishing,
3751 // rather than just somewhere in the vicinity.
3752
3753 std::unordered_set<tripoint> visited;
3754
3755 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3756 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3757
3758 const inclusive_cuboid<tripoint> fishing_boundaries(
3759 fishing_boundary_min, fishing_boundary_max );
3760
3761 const auto get_fishable_terrain = [&]( tripoint starting_point,
3762 std::unordered_set<tripoint> &fishable_terrain ) {
3763 std::queue<tripoint> to_check;
3764 to_check.push( starting_point );
3765 while( !to_check.empty() ) {
3766 const tripoint current_point = to_check.front();
3767 to_check.pop();
3768
3769 // We've been here before, so bail.
3770 if( visited.find( current_point ) != visited.end() ) {
3771 continue;
3772 }
3773
3774 // This point is out of bounds, so bail.
3775 if( !fishing_boundaries.contains( current_point ) ) {
3776 continue;
3777 }
3778
3779 // Mark this point as visited.
3780 visited.emplace( current_point );
3781
3782 if( m.has_flag( "FISHABLE", current_point ) ) {
3783 fishable_terrain.emplace( current_point );
3784 to_check.push( current_point + point_south );
3785 to_check.push( current_point + point_north );
3786 to_check.push( current_point + point_east );
3787 to_check.push( current_point + point_west );
3788 }
3789 }
3790 return;
3791 };
3792
3793 // Starting at the provided location, get our fishable terrain
3794 // and populate a set with those locations which we'll then use
3795 // to determine if any fishable monsters are in those locations.
3796 std::unordered_set<tripoint> fishable_points;
3797 get_fishable_terrain( fish_pos, fishable_points );
3798
3799 return fishable_points;
3800}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3802 of file game.cpp.

3804{
3805 std::vector<monster *> unique_fish;
3806 for( monster &critter : all_monsters() ) {
3807 // If it is fishable...
3808 if( critter.has_flag( MF_FISHABLE ) ) {
3809 const tripoint critter_pos = critter.pos();
3810 // ...and it is in a fishable location.
3811 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3812 unique_fish.push_back( &critter );
3813 }
3814 }
3815 }
3816
3817 return unique_fish;
3818}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 2065 of file game.cpp.

2066{
2067 return follower_ids;
2068}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 981 of file game.cpp.

982{
983 return *kill_tracker_ptr;
984}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11958 of file game.cpp.

11959{
11960 return m.get_abs_sub().x;
11961}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11963 of file game.cpp.

11964{
11965 return m.get_abs_sub().y;
11966}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7196 of file game.cpp.

7197{
7198 return moves_since_last_save;
7199}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 12005 of file game.cpp.

12006{
12007 std::vector<npc *> result;
12008 for( npc &guy : all_npcs() ) {
12009 if( pred( guy ) ) {
12010 result.push_back( &guy );
12011 }
12012 }
12013 return result;
12014}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12093 of file game.cpp.

12094{
12095 return get_world_base_save_path() + "/" + base64_encode( u.name );
12096}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12098

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 238 of file handle_action.cpp.

239{
240 input_context ctxt;
241 if( uquit == QUIT_WATCH ) {
242 ctxt = input_context( "DEFAULTMODE" );
243 ctxt.set_iso( true );
244 // The list of allowed actions in death-cam mode in game::handle_action
245 // *INDENT-OFF*
246 for( const action_id id : {
259 } ) {
260 ctxt.register_action( action_ident( id ) );
261 }
262 // *INDENT-ON*
263 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
264 } else {
266 }
267
269
270 user_turn current_turn;
271
272
273 // Checking early if we will need to handle animations
274 // If we do not need to handle animations that will not change as long as the user has not selected an action
275 // and we can handle it like we are not animating.
276 weather_printable wPrint;
277 bool animate_weather = false;
278 bool animate_sct = false;
279 bool do_animations = [&]() {
280 if( get_option<bool>( "ANIMATIONS" ) ) {
281 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
282
283 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
284 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
285
286#if defined(TILES)
287 // Always animate, minimap and terrain may have animations to run
288 return true;
289#else
290 // Otherwise we need to see if we actually should animate.
291 // Minimap and Terrain never animate in !TILES
292 return animate_weather || animate_sct || uquit == QUIT_WATCH;
293#endif
294 }
295 return false;
296 }
297 ();
298
299 if( do_animations ) {
300 ctxt.set_timeout( 125 );
301
303 make_shared_fast<game::draw_callback_t>( [&]() {
304 if( animate_weather ) {
305 draw_weather( wPrint );
306 }
307 if( animate_sct ) {
308 draw_sct();
309 }
310 } );
311 add_draw_callback( animation_cb );
312 invalidate_main_ui_adaptor(); // We want to redraw at least once.
313
314 do {
315 if( animate_weather ) {
317 generate_weather_anim_frame( get_weather().weather_id, wPrint );
318 }
319 // don't bother calculating SCT if we won't show it
320 if( animate_sct ) {
322
324
325 //Check for creatures on all drawing positions and offset if necessary
326 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
327 const direction oCurDir = iter->getDirecton();
328 const int width = utf8_width( iter->getText() );
329 for( int i = 0; i < width; ++i ) {
330 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
331 const Creature *critter = critter_at( tmp, true );
332
333 if( critter != nullptr && u.sees( *critter ) ) {
334 i = -1;
335 int iPos = iter->getStep() + iter->getStepOffset();
336 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
337 if( iter2->getDirecton() == oCurDir &&
338 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
339 if( iter2->getType() == "hp" ) {
340 iter2->advanceStepOffset();
341 }
342
343 iter2->advanceStepOffset();
344 iPos = iter2->getStep() + iter2->getStepOffset();
345 }
346 }
347 }
348 }
349 }
350
351 // Stop animation when done
352 animate_sct = !SCT.vSCT.empty();
353 }
354 // We don't cache these checks as their result may change after 1st redraw
356 // TODO: we redraw *everything* just to animate a couple blinking dots
357 // on the minimap or a few tiles.
358 // This is far from ideal, and can probably be done much cheaper
359 // (update only part of the screen? draw static parts into a texture?)
361 }
362
363 std::unique_ptr<static_popup> deathcam_msg_popup;
364 if( uquit == QUIT_WATCH ) {
365 deathcam_msg_popup = std::make_unique<static_popup>();
366 deathcam_msg_popup
367 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
368 .on_top( true );
369 }
370
372 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
373 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
374 ctxt.reset_timeout();
375 } else {
378 SCT.vSCT.clear();
379
380 ctxt.set_timeout( 125 );
381 while( handle_mouseview( ctxt, action ) ) {
382 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
383 break;
384 }
385 }
386 ctxt.reset_timeout();
387 }
388
389 return ctxt;
390}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:257
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1144
bool minimap_requires_animation()
Definition: animation.cpp:1135
void draw_sct()
Definition: animation.cpp:805
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:764
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3157
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:2096
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:959
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2196
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1877 of file game.cpp.

1878{
1879 return seed;
1880}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7201 of file game.cpp.

7202{
7203 return user_action_counter;
7204}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3412 of file game.cpp.

3413{
3414 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3415 return cata::nullopt;
3416 }
3417 const optional_vpart_position vp = m.veh_at( u.pos() );
3418 if( !vp ) {
3419 return cata::nullopt;
3420 }
3421 vehicle *const veh = &vp->vehicle();
3422 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3423 float r = 10.0;
3424 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3425}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12098 of file game.cpp.

12099{
12100 if( world_generator->active_world == nullptr ) {
12101 return PATH_INFO::savedir();
12102 }
12103 return world_generator->active_world->folder_path();
12104}
std::string savedir()
Definition: path_info.cpp:250

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), and save_factions_missions_npcs().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7187 of file game.cpp.

7188{
7189#if defined(TILES)
7190 return tileset_zoom;
7191#else
7192 return DEFAULT_TILESET_ZOOM;
7193#endif
7194}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9607 of file game.cpp.

9608{
9609 // Furniture: pull, push, or standing still and nudging object around.
9610 // Can push furniture out of reach.
9611 tripoint fpos = u.pos() + u.grab_point;
9612 // supposed position of grabbed furniture
9613 if( !m.has_furn( fpos ) ) {
9614 // Where did it go? We're grabbing thin air so reset.
9615 add_msg( m_info, _( "No furniture at grabbed point." ) );
9616 u.grab( OBJECT_NONE );
9617 return false;
9618 }
9619
9620 const bool pushing_furniture = dp == u.grab_point;
9621 const bool pulling_furniture = dp == -u.grab_point;
9622 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9623
9624 tripoint fdest = fpos + dp; // intended destination of furniture.
9625 // Check floor: floorless tiles don't need to be flat and have no traps
9626 const bool has_floor = m.has_floor( fdest );
9627 // Unfortunately, game::is_empty fails for tiles we're standing on,
9628 // which will forbid pulling, so:
9629 const bool canmove = (
9630 m.passable( fdest ) &&
9631 critter_at<npc>( fdest ) == nullptr &&
9632 critter_at<monster>( fdest ) == nullptr &&
9633 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9634 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9635 !m.has_furn( fdest ) &&
9636 !m.veh_at( fdest ) &&
9637 ( !has_floor || m.tr_at( fdest ).is_null() )
9638 );
9639
9640 const furn_t furntype = m.furn( fpos ).obj();
9641 const int src_items = m.i_at( fpos ).size();
9642 const int dst_items = m.i_at( fdest ).size();
9643
9644 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9645 [&]( item & liquid_item ) {
9646 return liquid_item.made_of( LIQUID );
9647 } );
9648
9649 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9650 !m.has_flag( "SWIMMABLE", fdest ) &&
9651 !m.has_flag( "DESTROY_ITEM", fdest );
9652
9653 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9654 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9655 m.furn( fpos ).obj().has_flag( "SEALED" );
9656
9657 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9658 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9659
9660 int str_req = furntype.move_str_req;
9661 // Factor in weight of items contained in the furniture.
9662 units::mass furniture_contents_weight = 0_gram;
9663 for( auto &contained_item : m.i_at( fpos ) ) {
9664 furniture_contents_weight += contained_item.weight();
9665 }
9666 str_req += furniture_contents_weight / 4_kilogram;
9667 if( !canmove ) {
9668 // TODO: What is something?
9669 add_msg( _( "The %s collides with something." ), furntype.name() );
9670 u.moves -= 50;
9671 return true;
9672 ///\EFFECT_STR determines ability to drag furniture
9673 } else if( str_req > u.get_str() &&
9674 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9675 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9676 furntype.name() );
9677 u.moves -= 100;
9678 u.mod_pain( 1 ); // Hurt ourselves.
9679 return true; // furniture and or obstacle wins.
9680 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9681 add_msg( _( "There's stuff in the way." ) );
9682 u.moves -= 50;
9683 return true;
9684 }
9685
9686 u.moves -= str_req * 10;
9687 // Additional penalty if we can't comfortably move it.
9688 if( str_req > u.get_str() ) {
9689 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9690 if( move_penalty <= 1000 ) {
9691 if( u.get_str() >= str_req - 3 ) {
9692 u.moves -= std::max( 3000, move_penalty * 10 );
9693 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9694 if( one_in( 3 ) ) {
9695 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9696 return true;
9697 }
9698 } else {
9699 u.moves -= 100;
9700 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9701 return true;
9702 }
9703 }
9704 u.moves -= move_penalty;
9705 if( move_penalty > 500 ) {
9706 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9707 furntype.name() );
9708 } else if( move_penalty > 200 ) {
9709 if( one_in( 3 ) ) { // Nag only occasionally.
9710 add_msg( _( "It takes some time to move the heavy %s." ),
9711 furntype.name() );
9712 }
9713 }
9714 }
9716 _( "a scraping noise." ), true, "misc", "scraping" );
9717
9719 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9720
9721 // Actually move the furniture.
9722 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9723 m.furn_set( fpos, f_null );
9724
9725 if( fire_intensity == 1 && !pulling_furniture ) {
9726 m.remove_field( fpos, fd_fire );
9727 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9728 m.set_field_age( fdest, fd_fire, fire_age );
9729 }
9730
9731 // Is there is only liquids on the ground, remove them after moving furniture.
9732 if( dst_items > 0 && only_liquid_items ) {
9733 m.i_clear( fdest );
9734 }
9735
9736 if( src_items > 0 ) { // Move the stuff inside.
9737 if( dst_item_ok && src_item_ok ) {
9738 // Assume contents of both cells are legal, so we can just swap contents.
9739 std::list<item> temp;
9740 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9741 std::back_inserter( temp ) );
9742 m.i_clear( fpos );
9743 for( auto item_iter = m.i_at( fdest ).begin();
9744 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9745 m.i_at( fpos ).insert( *item_iter );
9746 }
9747 m.i_clear( fdest );
9748 for( auto &cur_item : temp ) {
9749 m.i_at( fdest ).insert( cur_item );
9750 }
9751 } else {
9752 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9753 }
9754 }
9755
9756 if( shifting_furniture ) {
9757 // We didn't move
9758 tripoint d_sum = u.grab_point + dp;
9759 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9760 u.grab_point = d_sum; // furniture moved relative to us
9761 } else { // we pushed furniture out of reach
9762 add_msg( _( "You let go of the %s." ), furntype.name() );
9763 u.grab( OBJECT_NONE );
9764 }
9765 return true; // We moved furniture but stayed still.
9766 }
9767
9768 if( pushing_furniture && m.impassable( fpos ) ) {
9769 // Not sure how that chair got into a wall, but don't let player follow.
9770 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9771 furntype.name(), m.tername( fdest ) );
9772 u.grab( OBJECT_NONE );
9773 return true;
9774 }
9775
9776 return false;
9777}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4064
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:653
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4960
void insert(const item &newitem) override
Definition: map.cpp:157
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5451
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5325
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5359
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5365
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5338
std::string tername(const tripoint &p) const
Definition: map.cpp:1709
void i_clear(const tripoint &p)
Definition: map.cpp:4115
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1360
bool has_floor(const tripoint &p) const
Definition: map.cpp:2007
tripoint grab_point
Definition: player.h:589
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1095
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:511
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, player::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9779 of file game.cpp.

9780{
9781 if( u.get_grab_type() == OBJECT_NONE ) {
9782 return false;
9783 }
9784
9785 if( dp.z != 0 ) {
9786 // No dragging stuff up/down stairs yet!
9787 return false;
9788 }
9789
9790 // vehicle: pulling, pushing, or moving around the grabbed object.
9791 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9792 return grabbed_veh_move( dp );
9793 }
9794
9795 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9796 return grabbed_furn_move( dp );
9797 }
9798
9799 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9801 u.grab( OBJECT_NONE );
9802 return false;
9803}
object_type get_grab_type() const
Definition: avatar.cpp:661
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9607
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 grabbed_vehicle->adjust_zlevel( 1, dp );
159
160 // Set player location to illegal value so it can't collide with vehicle.
161 const tripoint player_prev = u.pos();
163 std::vector<veh_collision> colls;
164 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
165 u.setpos( player_prev );
166 if( !colls.empty() ) {
167 blocker_name = colls.front().target_name;
168 }
169 return failed ? tripoint_zero : actual_dir;
170 };
171
172 // First try the move as intended
173 // But if that fails and the move is a zig-zag, try to recover:
174 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
175 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
176 if( final_dp_veh == tripoint_zero && zigzag ) {
177 final_dp_veh = get_move_dir( -prev_grab, -dp );
178 next_grab = -dp;
179 }
180
181 if( final_dp_veh == tripoint_zero ) {
182 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
183 u.grab_point = prev_grab;
184 return true;
185 }
186
187 u.grab_point = next_grab;
188
189 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
190
191 if( grabbed_vehicle ) {
192 grabbed_vehicle->shift_zlevel();
193 grabbed_vehicle->check_falling_or_floating();
194 } else {
195 debugmsg( "Grabbed vehicle disappeared" );
196 return false;
197 }
198
199 for( int p : wheel_indices ) {
200 if( one_in( 2 ) ) {
201 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
202 grabbed_vehicle->handle_trap( wheel_p, p );
203 }
204 }
205
206 return false;
207
208}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1119
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1780
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5826
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3281
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3150
bool valid_wheel_config() const
Definition: vehicle.cpp:4459
units::mass total_mass() const
Definition: vehicle.cpp:3306
std::vector< int > wheelcache
Definition: vehicle.h:1818
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1948
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6968
int part_count() const
Definition: vehicle.cpp:7075
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3262
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7080
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3286
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1927
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, player::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1514 of file handle_action.cpp.

1515{
1516 std::string action;
1517 input_context ctxt;
1519 user_turn current_turn;
1520 // Check if we have an auto-move destination
1521 if( u.has_destination() ) {
1523 if( act == ACTION_NULL ) {
1524 add_msg( m_info, _( "Auto-move canceled" ) );
1526 return false;
1527 }
1528 } else if( u.has_destination_activity() ) {
1529 // starts destination activity after the player successfully reached his destination
1531 return false;
1532 } else {
1533 // No auto-move, ask player for input
1534 ctxt = get_player_input( action );
1535 }
1536
1537 const optional_vpart_position vp = m.veh_at( u.pos() );
1538 bool veh_ctrl = !u.is_dead_state() &&
1539 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1540
1541 // If performing an action with right mouse button, co-ordinates
1542 // of location clicked.
1543 cata::optional<tripoint> mouse_target;
1544
1545 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1546 uquit = QUIT_DIED;
1547 return false;
1548 }
1549
1550 if( act == ACTION_NULL ) {
1552
1553 if( act == ACTION_KEYBINDINGS ) {
1554 // already handled by input context
1555 return false;
1556 }
1557
1558 if( act == ACTION_MAIN_MENU ) {
1559 if( uquit == QUIT_WATCH ) {
1560 return false;
1561 }
1562 // No auto-move actions have or can be set at this point.
1564 destination_preview.clear();
1566 if( act == ACTION_NULL ) {
1567 return false;
1568 }
1569 }
1570
1571 if( act == ACTION_ACTIONMENU ) {
1572 if( uquit == QUIT_WATCH ) {
1573 return false;
1574 }
1575 // No auto-move actions have or can be set at this point.
1577 destination_preview.clear();
1579 if( act == ACTION_NULL ) {
1580 return false;
1581 }
1582#if defined(__ANDROID__)
1583 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1584 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1585 }
1586#endif
1587 }
1588
1589 if( act == ACTION_KEYBINDINGS ) {
1591 destination_preview.clear();
1592 act = ctxt.display_menu( true );
1593 if( act == ACTION_NULL ) {
1594 return false;
1595 }
1596 }
1597
1600 }
1601
1602 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1603 // Mouse button click
1604 if( veh_ctrl ) {
1605 // No mouse use in vehicle
1606 return false;
1607 }
1608
1609 if( u.is_dead_state() ) {
1610 // do not allow mouse actions while dead
1611 return false;
1612 }
1613
1614 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1615 if( !mouse_pos ) {
1616 return false;
1617 } else if( !u.sees( *mouse_pos ) ) {
1618 // Not clicked in visible terrain
1619 return false;
1620 }
1621 mouse_target = mouse_pos;
1622
1623 if( act == ACTION_SELECT ) {
1624 // Note: The following has the potential side effect of
1625 // setting auto-move destination state in addition to setting
1626 // act.
1627 if( !try_get_left_click_action( act, *mouse_target ) ) {
1628 return false;
1629 }
1630 } else if( act == ACTION_SEC_SELECT ) {
1631 if( !try_get_right_click_action( act, *mouse_target ) ) {
1632 return false;
1633 }
1634 }
1635 } else if( act != ACTION_TIMEOUT ) {
1636 // act has not been set for an auto-move, so clearing possible
1637 // auto-move destinations. Since initializing an auto-move with
1638 // the mouse may span across multiple actions, we do not clear the
1639 // auto-move destination if the action is only a timeout, as this
1640 // would require the user to double click quicker than the
1641 // timeout delay.
1643 destination_preview.clear();
1644 }
1645 }
1646
1647 if( act == ACTION_NULL ) {
1648 const input_event &&evt = ctxt.get_raw_input();
1649 if( !evt.sequence.empty() ) {
1650 const int ch = evt.get_first_input();
1651 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1652 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1653 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1654 if( const cata::optional<std::string> hint =
1656 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1657 "the current context." ),
1658 *hint );
1659 }
1660 }
1661 }
1662 return false;
1663 }
1664
1665 // This has no action unless we're in a special game mode.
1666 gamemode->pre_action( act );
1667
1668 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1669
1670 int before_action_moves = u.moves;
1671
1672 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1673 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1674 switch( act ) {
1677 break;
1678
1679 case ACTION_CENTER:
1682 break;
1683
1684 case ACTION_SHIFT_N:
1685 case ACTION_SHIFT_NE:
1686 case ACTION_SHIFT_E:
1687 case ACTION_SHIFT_SE:
1688 case ACTION_SHIFT_S:
1689 case ACTION_SHIFT_SW:
1690 case ACTION_SHIFT_W:
1691 case ACTION_SHIFT_NW: {
1692 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1701 };
1703 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1704 }
1705 break;
1706
1707 case ACTION_LOOK:
1708 look_around();
1709 break;
1710
1711 case ACTION_KEYBINDINGS:
1712 // already handled by input context
1713 break;
1714
1715 default:
1716 break;
1717 }
1718 }
1719
1720 // actions allowed only while alive
1721 if( !u.is_dead_state() ) {
1722 switch( act ) {
1723 case ACTION_NULL:
1724 case NUM_ACTIONS:
1725 break; // dummy entries
1726 case ACTION_ACTIONMENU:
1727 case ACTION_MAIN_MENU:
1728 case ACTION_KEYBINDINGS:
1729 break; // handled above
1730
1731 case ACTION_TIMEOUT:
1732 if( check_safe_mode_allowed( false ) ) {
1733 u.pause();
1734 }
1735 break;
1736
1737 case ACTION_PAUSE:
1738 if( check_safe_mode_allowed() ) {
1739 u.pause();
1740 }
1741 break;
1742
1743 case ACTION_CYCLE_MOVE:
1745 break;
1746
1747 case ACTION_RESET_MOVE:
1749 break;
1750
1751 case ACTION_TOGGLE_RUN:
1753 break;
1754
1757 break;
1758
1761 break;
1762
1763 case ACTION_MOVE_FORTH:
1765 case ACTION_MOVE_RIGHT:
1767 case ACTION_MOVE_BACK:
1769 case ACTION_MOVE_LEFT:
1771 if( !u.get_value( "remote_controlling" ).empty() &&
1775 } else if( veh_ctrl ) {
1776 // vehicle control uses x for steering and y for ac/deceleration,
1777 // so no rotation needed
1779 } else {
1781 if( auto_travel_mode && !u.is_auto_moving() ) {
1782 for( int i = 0; i < SEEX; i++ ) {
1783 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1784 u.posy() + dest_delta.y * ( SEEX - i ),
1785 u.posz() );
1787 auto_travel_destination,
1789 u.get_path_avoid() );
1790 if( !destination_preview.empty() ) {
1793 break;
1794 }
1795 }
1798 if( dest_next == point_zero ) {
1800 }
1801 dest_delta = dest_next;
1802 }
1803 if( !avatar_action::move( u, m, dest_delta ) ) {
1804 // auto-move should be canceled due to a failed move or obstacle
1806 }
1807 }
1808 break;
1809 case ACTION_MOVE_DOWN:
1810 if( u.is_mounted() ) {
1811 auto mon = u.mounted_creature.get();
1812 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1813 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1814 break;
1815 }
1816 }
1817 if( !u.in_vehicle ) {
1818 vertical_move( -1, false );
1819 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1821 }
1822 break;
1823
1824 case ACTION_MOVE_UP:
1825 if( u.is_mounted() ) {
1826 auto mon = u.mounted_creature.get();
1827 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1828 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1829 break;
1830 }
1831 }
1832 if( !u.in_vehicle ) {
1833 vertical_move( 1, false );
1834 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1836 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1837 !vp->vehicle().has_sufficient_rotorlift() ) {
1838 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1839 }
1840 break;
1841
1842 case ACTION_OPEN:
1844 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1845 } else if( u.is_mounted() ) {
1846 add_msg( m_info, _( "You can't open things while you're riding." ) );
1847 } else {
1848 open();
1849 }
1850 break;
1851
1852 case ACTION_CLOSE:
1854 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1855 } else if( u.is_mounted() ) {
1856 auto mon = u.mounted_creature.get();
1857 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1858 add_msg( m_info, _( "You can't close things while you're riding." ) );
1859 }
1860 } else if( mouse_target ) {
1861 doors::close_door( m, u, *mouse_target );
1862 } else {
1863 close();
1864 }
1865 break;
1866
1867 case ACTION_SMASH:
1868 if( veh_ctrl ) {
1869 handbrake();
1870 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1871 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1872 } else {
1873 smash();
1874 }
1875 break;
1876
1877 case ACTION_EXAMINE:
1879 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1880 } else if( mouse_target ) {
1881 examine( *mouse_target );
1882 } else {
1883 examine();
1884 }
1885 break;
1886
1887 case ACTION_ADVANCEDINV:
1889 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1890 } else if( u.is_mounted() ) {
1891 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1892 } else {
1894 }
1895 break;
1896
1897 case ACTION_PICKUP:
1899 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1900 } else if( u.is_mounted() ) {
1901 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1902 } else if( mouse_target ) {
1903 pickup( *mouse_target );
1904 } else {
1905 pickup();
1906 }
1907 break;
1908
1909 case ACTION_PICKUP_FEET:
1911 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1912 } else {
1913 pickup_feet();
1914 }
1915 break;
1916
1917 case ACTION_GRAB:
1919 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1920 } else if( u.is_mounted() ) {
1921 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1922 } else {
1923 grab();
1924 }
1925 break;
1926
1927 case ACTION_HAUL:
1929 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1930 } else if( u.is_mounted() ) {
1931 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1932 } else {
1933 haul();
1934 }
1935 break;
1936
1937 case ACTION_BUTCHER:
1939 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1940 } else if( u.is_mounted() ) {
1941 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1942 } else {
1943 butcher();
1944 }
1945 break;
1946
1947 case ACTION_CHAT:
1948 chat();
1949 break;
1950
1951 case ACTION_PEEK:
1953 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1954 } else if( u.is_mounted() ) {
1955 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1956 } else {
1957 peek();
1958 }
1959 break;
1960
1961 case ACTION_LIST_ITEMS:
1963 break;
1964
1965 case ACTION_ZONES:
1966 zones_manager();
1967 break;
1968
1969 case ACTION_LOOT:
1970 loot();
1971 break;
1972
1973 case ACTION_INVENTORY:
1975 break;
1976
1977 case ACTION_COMPARE:
1979 break;
1980
1981 case ACTION_ORGANIZE:
1983 break;
1984
1985 case ACTION_USE:
1986 // Shell-users are presumed to be able to mess with their inventories, etc
1987 // while in the shell. Eating, gear-changing, and item use are OK.
1989 break;
1990
1991 case ACTION_USE_WIELDED:
1992 u.use_wielded();
1993 break;
1994
1995 case ACTION_WEAR:
1996 wear();
1997 break;
1998
1999 case ACTION_TAKE_OFF:
2000 takeoff();
2001 break;
2002
2003 case ACTION_EAT:
2004 if( !avatar_action::eat_here( u ) ) {
2006 }
2007 break;
2008
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2015 case ACTION_READ:
2016 // Shell-users are presumed to have the book just at an opening and read it that way
2017 read();
2018 break;
2019
2020 case ACTION_WIELD:
2022 break;
2023
2024 case ACTION_PICK_STYLE:
2025 u.martial_arts_data->pick_style( u );
2026 break;
2027
2028 case ACTION_RELOAD_ITEM:
2030 break;
2031
2034 break;
2035
2038 break;
2039
2040 case ACTION_UNLOAD:
2042 break;
2043
2044 case ACTION_MEND:
2046 break;
2047
2048 case ACTION_THROW: {
2049 item_location loc;
2050 avatar_action::plthrow( g->u, loc );
2051 break;
2052 }
2053
2054 case ACTION_FIRE:
2055 fire();
2056 break;
2057
2058 case ACTION_CAST_SPELL:
2059 cast_spell();
2060 break;
2061
2062 case ACTION_FIRE_BURST: {
2063 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2065 }
2066 break;
2067 }
2068
2070 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2071 if( u.weapon.gun_all_modes().size() > 1 ) {
2073 } else {
2074 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2075 }
2076 }
2077 break;
2078
2080 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2082 }
2083 break;
2084
2085 case ACTION_DROP:
2086 // You CAN drop things to your own tile while in the shell.
2087 drop();
2088 break;
2089
2090 case ACTION_DIR_DROP:
2092 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2093 } else {
2095 }
2096 break;
2097 case ACTION_BIONICS:
2098 u.power_bionics();
2099 break;
2100 case ACTION_MUTATIONS:
2102 break;
2103
2104 case ACTION_SORT_ARMOR:
2105 u.sort_armor();
2106 break;
2107
2108 case ACTION_WAIT:
2109 wait();
2110 break;
2111
2112 case ACTION_CRAFT:
2114 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2115 } else if( u.is_mounted() ) {
2116 add_msg( m_info, _( "You can't craft while you're riding." ) );
2117 } else {
2118 u.craft();
2119 }
2120 break;
2121
2122 case ACTION_RECRAFT:
2124 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2125 } else if( u.is_mounted() ) {
2126 add_msg( m_info, _( "You can't craft while you're riding." ) );
2127 } else {
2128 u.recraft();
2129 }
2130 break;
2131
2132 case ACTION_LONGCRAFT:
2134 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2135 } else if( u.is_mounted() ) {
2136 add_msg( m_info, _( "You can't craft while you're riding." ) );
2137 } else {
2138 u.long_craft();
2139 }
2140 break;
2141
2142 case ACTION_DISASSEMBLE:
2143 if( u.controlling_vehicle ) {
2144 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2145 } else if( u.is_mounted() ) {
2146 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2147 } else {
2149 }
2150 break;
2151
2152 case ACTION_CONSTRUCT:
2153 if( u.in_vehicle ) {
2154 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2155 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2156 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2157 } else if( u.is_mounted() ) {
2158 add_msg( m_info, _( "You can't construct while you're riding." ) );
2159 } else {
2160 construction_menu( false );
2161 }
2162 break;
2163
2164 case ACTION_SLEEP:
2165 if( veh_ctrl ) {
2166 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2167 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2168 _( "new default binding is '^'." ) ) );
2169 } else {
2170 sleep();
2171 }
2172 break;
2173
2176 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2177 } else if( u.is_mounted() ) {
2178 u.dismount();
2179 } else {
2181 }
2182 break;
2183
2186 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2187 break;
2188
2190 if( safe_mode == SAFE_MODE_OFF ) {
2192 mostseen = 0;
2193 add_msg( m_info, _( "Safe mode ON!" ) );
2194 } else {
2197 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2198 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2199 }
2203 }
2204 break;
2205
2207 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2208 add_msg( m_info, autosafemode_option.value_as<bool>()
2209 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2210 autosafemode_option.setNext();
2211 break;
2212 }
2213
2215 if( safe_mode == SAFE_MODE_STOP ) {
2216 add_msg( m_info, _( "Ignoring enemy!" ) );
2217 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2218 monster &critter = *elem;
2219 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2220 }
2222 } else if( u.has_effect( effect_laserlocked ) ) {
2223 if( u.has_trait( trait_PROF_CHURL ) ) {
2224 add_msg( m_warning, _( "You make the sign of the cross." ) );
2225 } else {
2226 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2227 }
2230 }
2231 break;
2232
2234 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2236 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2238 mostseen = 0;
2239 } else {
2240 get_safemode().show();
2241 }
2242 break;
2243
2244 case ACTION_SUICIDE:
2245 if( query_yn( _( "Commit suicide?" ) ) ) {
2246 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2247 u.moves = 0;
2248 u.place_corpse();
2250 }
2251 }
2252 break;
2253
2254 case ACTION_SAVE:
2255 if( query_yn( _( "Save and quit?" ) ) ) {
2256 if( save() ) {
2257 u.moves = 0;
2258 uquit = QUIT_SAVED;
2259 }
2260 }
2261 break;
2262
2263 case ACTION_QUICKSAVE:
2264 quicksave();
2265 return false;
2266
2267 case ACTION_QUICKLOAD:
2268 quickload();
2269 return false;
2270
2271 case ACTION_PL_INFO:
2273 break;
2274
2275 case ACTION_MAP:
2277 break;
2278
2279 case ACTION_SKY:
2280 if( m.is_outside( u.pos() ) ) {
2282 } else {
2283 add_msg( m_info, _( "You can't see the sky from here." ) );
2284 }
2285 break;
2286
2287 case ACTION_MISSIONS:
2288 list_missions();
2289 break;
2290
2291 case ACTION_SCORES:
2293 break;
2294
2295 case ACTION_FACTIONS:
2296 faction_manager_ptr->display();
2297 break;
2298
2299 case ACTION_MORALE:
2300 u.disp_morale();
2301 break;
2302
2303 case ACTION_MESSAGES:
2305 break;
2306
2307 case ACTION_HELP:
2309 break;
2310
2311 case ACTION_OPTIONS:
2312 get_options().show( true );
2313 break;
2314
2315 case ACTION_AUTOPICKUP:
2317 break;
2318
2319 case ACTION_AUTONOTES:
2321 break;
2322
2323 case ACTION_SAFEMODE:
2324 get_safemode().show();
2325 break;
2326
2327 case ACTION_COLOR:
2328 all_colors.show_gui();
2329 break;
2330
2331 case ACTION_WORLD_MODS:
2332 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2333 break;
2334
2335 case ACTION_DEBUG:
2337 break; //don't do anything when sharing and not debugger
2338 }
2340 break;
2341
2344 break;
2345
2348 break;
2349
2352 break;
2353
2356 break;
2357
2359 get_options().get_option( "AUTO_FEATURES" ).setNext();
2360 get_options().save();
2361 //~ Auto Features are now ON/OFF
2362 add_msg( _( "%s are now %s." ),
2363 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2364 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2365 break;
2366
2368 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2369 get_options().save();
2370 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2371 add_msg( _( "%s is now set to %s." ),
2372 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2373 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2374 break;
2375
2377 get_options().get_option( "AUTO_MINING" ).setNext();
2378 get_options().save();
2379 //~ Auto Mining is now ON/OFF
2380 add_msg( _( "%s is now %s." ),
2381 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2382 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2383 break;
2384
2386 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2387 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2388 u.set_value( "THIEF_MODE_KEEP", "YES" );
2389 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2390 add_msg( _( "You will not pick up other peoples belongings." ) );
2391 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2392 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2393 u.set_value( "THIEF_MODE_KEEP", "YES" );
2394 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2395 add_msg( _( "You will pick up also those things that belong to others!" ) );
2396 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2397 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2398 u.set_value( "THIEF_MODE_KEEP", "NO" );
2399 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2400 add_msg( _( "You will be reminded not to steal." ) );
2401 } else {
2402 // ERROR
2403 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2404 }
2405 break;
2406
2408 get_options().get_option( "AUTO_FORAGING" ).setNext();
2409 get_options().save();
2410 //~ Auto Foraging is now set to x
2411 add_msg( _( "%s is now set to %s." ),
2412 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2413 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2414 break;
2415
2417 get_options().get_option( "AUTO_PICKUP" ).setNext();
2418 get_options().save();
2419 //~ Auto pickup is now set to x
2420 add_msg( _( "%s is now set to %s." ),
2421 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2422 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2423 break;
2424
2427 break; //don't do anything when sharing and not debugger
2428 }
2429 display_scent();
2430 break;
2431
2434 break; //don't do anything when sharing and not debugger
2435 }
2436 display_scent();
2437 break;
2438
2441 break; //don't do anything when sharing and not debugger
2442 }
2444 break;
2447 break; //don't do anything when sharing and not debugger
2448 }
2450 break;
2453 break; //don't do anything when sharing and not debugger
2454 }
2456 break;
2457
2460 break; //don't do anything when sharing and not debugger
2461 }
2463 break;
2464
2467 break; //don't do anything when sharing and not debugger
2468 }
2470 break;
2471
2474 break; //don't do anything when sharing and not debugger
2475 }
2477 break;
2478
2480 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2481 break;
2482
2485 break;
2486
2489 break; //don't do anything when sharing and not debugger
2490 }
2492 if( debug_mode ) {
2493 add_msg( m_info, _( "Debug mode ON!" ) );
2494 } else {
2495 add_msg( m_info, _( "Debug mode OFF!" ) );
2496 }
2497 break;
2498
2499 case ACTION_ZOOM_IN:
2500 zoom_in();
2502 break;
2503
2504 case ACTION_ZOOM_OUT:
2505 zoom_out();
2507 break;
2508
2509 case ACTION_ITEMACTION:
2511 break;
2512
2513 case ACTION_AUTOATTACK:
2515 break;
2516
2517 default:
2518 break;
2519 }
2520 }
2521 if( act != ACTION_TIMEOUT ) {
2522 u.mod_moves( -current_turn.moves_elapsed() );
2523 }
2524 gamemode->post_action( act );
2525
2526 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2527 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2528 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2529 return ( !u.is_dead_state() );
2530}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:469
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:348
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:418
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:941
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:507
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:655
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:265
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:259
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:263
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:267
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:261
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:269
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
void create_advanced_inv()
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1525
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2561
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9946
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9960
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
void dismount()
Definition: character.cpp:1247
item weapon
Definition: character.h:1521
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1331
std::string get_value(const std::string &key) const
Definition: creature.cpp:1341
void mod_moves(int nmoves)
Definition: creature.cpp:1408
void cycle_move_mode()
Definition: avatar.cpp:1170
void toggle_map_memory()
Definition: avatar.cpp:119
void toggle_crouch_mode()
Definition: avatar.cpp:1154
void toggle_run_mode()
Definition: avatar.cpp:1145
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:985
void reset_move_mode()
Definition: avatar.cpp:1163
void item_action_menu()
void display_radiation()
Definition: game.cpp:11336
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2389
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8714
void pickup_feet()
Definition: game.cpp:5725
void zones_manager()
Definition: game.cpp:6193
int turnssincelastmon
Definition: game.h:1046
void display_visibility()
Definition: game.cpp:11250
void display_scent()
Definition: game.cpp:11215
bool save()
Returns false if saving failed.
Definition: game.cpp:2882
void butcher()
Definition: game.cpp:8396
void display_temperature()
Definition: game.cpp:11236
bool auto_travel_mode
Definition: game.h:1043
void zoom_out()
Definition: game.cpp:7143
void toggle_pixel_minimap()
Definition: game.cpp:513
void toggle_debug_hour_timer()
Definition: game.cpp:11282
void display_transparency()
Definition: game.cpp:11343
void list_items_monsters()
Definition: game.cpp:7320
cata::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6668
void chat()
Definition: npctalk.cpp:394
void quickload()
Definition: game.cpp:11378
void pickup()
Definition: game.cpp:5703
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:10063
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11310
void control_vehicle()
Definition: game.cpp:5273
void peek()
Definition: game.cpp:5732
void drop()
Definition: game.cpp:8134
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2417
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8652
void zoom_in()
Definition: game.cpp:7155
void toggle_fullscreen()
Definition: game.cpp:503
void display_vehicle_ai()
Definition: game.cpp:11243
void reload_tileset()
Definition: game.cpp:524
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:3130
void drop_in_direction()
Definition: game.cpp:8139
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6388
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7779
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4727
bool is_gunmod() const
Definition: item.cpp:6418
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7698
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7770
bool is_outside(const tripoint &p) const
Definition: map.cpp:2563
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:256
short ignoring
Definition: monster.h:508
cOpt & get_option(const std::string &name)
Definition: options.cpp:3366
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2748
void show_adm()
Definition: panels.cpp:2282
void pause()
Definition: player.cpp:609
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:340
void sort_armor()
Draws the UI and handles player input for the armor re-ordering window.
void power_mutations()
Definition: mutation_ui.cpp:89
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:3058
int movecounter
Definition: player.h:601
void power_bionics()
Generates and handles the UI for player interaction with installed bionics.
Definition: bionics_ui.cpp:528
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:351
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:360
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
cata::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static void sleep()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3754
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, auto_travel_mode, avatar_action::autoattack(), bio_remote, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), input_context::get_coordinates(), get_delta_from_movement_action(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), player::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), player::pause(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), player::power_bionics(), player::power_mutations(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), auto_notes::auto_note_settings::show_gui(), show_scores_ui(), sleep(), smash(), player::sort_armor(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 2070 of file game.cpp.

2071{
2073 const std::string action = ctxt.handle_input( 0 );
2074 bool refresh = true;
2075 if( action == "pause" ) {
2077 cancel_activity_query( _( "Confirm:" ) );
2078 }
2079 } else if( action == "player_data" ) {
2081 } else if( action == "messages" ) {
2083 } else if( action == "help" ) {
2085 } else if( action != "HELP_KEYBINDINGS" ) {
2086 refresh = false;
2087 }
2088 if( refresh ) {
2091 }
2092}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1854
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 2096 of file game.cpp.

2097{
2098 cata::optional<tripoint> liveview_pos;
2099
2100 do {
2101 action = ctxt.handle_input();
2102 if( action == "MOUSE_MOVE" ) {
2103 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2104 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2105 liveview_pos = mouse_pos;
2106 liveview.show( *liveview_pos );
2107 } else if( !mouse_pos ) {
2108 liveview_pos.reset();
2109 liveview.hide();
2110 }
2112 }
2113 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2114
2115 if( action != "TIMEOUT" ) {
2116 // Keyboard event, break out of animation loop
2117 liveview.hide();
2118 return false;
2119 }
2120
2121 // Mouse movement or un-handled key
2122 return true;
2123}
void reset() noexcept
Definition: optional.h:158
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 636 of file game.cpp.

637{
638 return gamemode && gamemode->id() != SGAME_NULL;
639}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11350 of file game.cpp.

11351{
11353 last_save_timestamp = time( nullptr );
11354}

References last_save_timestamp, and moves_since_last_save.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 397 of file game_inventory.cpp.

399{
401 title, radius, none_message );
402}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:330

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_core_data_loaded()

bool game::is_core_data_loaded ( ) const

Returns whether the core data is currently loaded.

Definition at line 436 of file game.cpp.

437{
439}
bool is_data_finalized() const
Returns whether the data is finalized and ready to be utilized.
Definition: init.h:167

References DynamicDataLoader::get_instance(), and DynamicDataLoader::is_data_finalized().

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8782 of file game.cpp.

8783{
8784 return !( get_dangerous_tile( dest_loc ).empty() );
8785}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8804

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4960 of file game.cpp.

4961{
4962 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4963 critter_at( p ) == nullptr;
4964}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2462 of file game.cpp.

2463{
2464 if( uquit == QUIT_WATCH ) {
2465 // deny player movement and dodging
2466 u.moves = 0;
2467 // prevent pain from updating
2468 u.set_pain( 0 );
2469 // prevent dodging
2470 u.dodges_left = 0;
2471 return false;
2472 }
2473 if( uquit == QUIT_DIED ) {
2474 if( u.in_vehicle ) {
2475 m.unboard_vehicle( u.pos() );
2476 }
2477 u.place_corpse();
2478 return true;
2479 }
2480 if( uquit == QUIT_SUICIDE ) {
2481 if( u.in_vehicle ) {
2482 m.unboard_vehicle( u.pos() );
2483 }
2484 return true;
2485 }
2486 if( uquit != QUIT_NO ) {
2487 return true;
2488 }
2489 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2490 if( u.is_dead_state() ) {
2492 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2493 uquit = QUIT_WATCH;
2494 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2495 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2497 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2498 uquit = QUIT_DIED;
2499 } else {
2500 // Something funky happened here, just die.
2501 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2502 uquit = QUIT_DIED;
2503 }
2504 return is_game_over();
2505 }
2506 return false;
2507}
int dodges_left
Definition: character.h:559
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: player.cpp:972
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:192
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, player::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, player::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3721 of file game.cpp.

3722{
3723 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3724 get_option<int>( "SAFEMODEPROXIMITY" );
3725 return is_hostile_within( distance );
3726}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3733

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3728 of file game.cpp.

3729{
3731}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:194

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3733 of file game.cpp.

3734{
3735 for( auto &critter : u.get_visible_creatures( distance ) ) {
3736 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3737 return critter;
3738 }
3739 }
3740
3741 return nullptr;
3742}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:169

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4966 of file game.cpp.

4967{
4968 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4969}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3367 of file game.cpp.

3368{
3369 const tripoint diff( u.pos() + u.view_offset - p );
3370
3371 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3372 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3373}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4971 of file game.cpp.

4972{
4973 return weather::is_sheltered( m, p );
4974}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6123 of file game.cpp.

6124{
6125 return zones_manager_open;
6126}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1078

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1519
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1239
void restack(player &p)
Definition: inventory.cpp:398
void unsort()
Definition: inventory.cpp:226
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult 
)

Definition at line 4385 of file game.cpp.

4386{
4387 std::vector<tripoint> traj;
4388 traj.clear();
4389 traj = line_to( s, t, 0, 0 );
4390 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4391 traj = continue_line( traj, force );
4392 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4393
4394 knockback( traj, stun, dam_mult );
4395}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult 
)

Definition at line 4401 of file game.cpp.

4402{
4403 // TODO: make the force parameter actually do something.
4404 // the header file says higher force causes more damage.
4405 // perhaps that is what it should do?
4406
4407 // TODO: refactor this so it's not copy/pasted 3 times
4408 tripoint tp = traj.front();
4409 if( !critter_at( tp ) ) {
4410 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4411 return;
4412 }
4413 std::size_t force_remaining = traj.size();
4414 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4415 if( stun > 0 ) {
4416 targ->add_effect( effect_stunned, 1_turns * stun );
4417 add_msg( _( "%s was stunned!" ), targ->name() );
4418 }
4419 for( size_t i = 1; i < traj.size(); i++ ) {
4420 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4421 targ->setpos( traj[i - 1] );
4422 force_remaining = traj.size() - i;
4423 if( stun != 0 ) {
4424 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4425 add_msg( _( "%s was stunned!" ), targ->name() );
4426 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4427 targ->apply_damage( nullptr, bodypart_id( "torso" ), dam_mult * force_remaining );
4428 targ->check_dead_state();
4429 }
4430 m.bash( traj[i], 2 * dam_mult * force_remaining );
4431 break;
4432 } else if( critter_at( traj[i] ) ) {
4433 targ->setpos( traj[i - 1] );
4434 force_remaining = traj.size() - i;
4435 if( stun != 0 ) {
4436 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4437 add_msg( _( "%s was stunned!" ), targ->name() );
4438 }
4439 traj.erase( traj.begin(), traj.begin() + i );
4440 if( critter_at<monster>( traj.front() ) ) {
4441 add_msg( _( "%s collided with something else and sent it flying!" ),
4442 targ->name() );
4443 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4444 if( guy->male ) {
4445 add_msg( _( "%s collided with someone else and sent him flying!" ),
4446 targ->name() );
4447 } else {
4448 add_msg( _( "%s collided with someone else and sent her flying!" ),
4449 targ->name() );
4450 }
4451 } else if( u.pos() == traj.front() ) {
4452 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4453 }
4454 knockback( traj, stun, dam_mult );
4455 break;
4456 }
4457 targ->setpos( traj[i] );
4458 if( m.has_flag( "LIQUID", targ->pos() ) && !targ->can_drown() && !targ->is_dead() ) {
4459 targ->die( nullptr );
4460 if( u.sees( *targ ) ) {
4461 add_msg( _( "The %s drowns!" ), targ->name() );
4462 }
4463 }
4464 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4465 !targ->is_dead() ) {
4466 targ->die( nullptr );
4467 if( u.sees( *targ ) ) {
4468 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4469 }
4470 }
4471 tp = traj[i];
4472 }
4473 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4474 if( stun > 0 ) {
4475 targ->add_effect( effect_stunned, 1_turns * stun );
4476 add_msg( _( "%s was stunned!" ), targ->name );
4477 }
4478 for( size_t i = 1; i < traj.size(); i++ ) {
4479 if( m.impassable( traj[i].xy() ) ||
4480 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4481 targ->setpos( traj[i - 1] );
4482 force_remaining = traj.size() - i;
4483 if( stun != 0 ) {
4484 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4485 if( targ->has_effect( effect_stunned ) ) {
4486 add_msg( _( "%s was stunned!" ), targ->name );
4487 }
4488
4489 std::array<bodypart_id, 8> bps = {{
4490 bodypart_id( "head" ),
4491 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4492 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4493 bodypart_id( "torso" ),
4494 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4495 }
4496 };
4497 for( const bodypart_id &bp : bps ) {
4498 if( one_in( 2 ) ) {
4499 targ->deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4500 }
4501 }
4502 targ->check_dead_state();
4503 }
4504 m.bash( traj[i], 2 * dam_mult * force_remaining );
4505 break;
4506 } else if( critter_at( traj[i] ) ) {
4507 targ->setpos( traj[i - 1] );
4508 force_remaining = traj.size() - i;
4509 if( stun != 0 ) {
4510 add_msg( _( "%s was stunned!" ), targ->name );
4511 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4512 }
4513 traj.erase( traj.begin(), traj.begin() + i );
4514 const tripoint &traj_front = traj.front();
4515 if( critter_at<monster>( traj_front ) ) {
4516 add_msg( _( "%s collided with something else and sent it flying!" ),
4517 targ->name );
4518 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4519 if( guy->male ) {
4520 add_msg( _( "%s collided with someone else and sent him flying!" ),
4521 targ->name );
4522 } else {
4523 add_msg( _( "%s collided with someone else and sent her flying!" ),
4524 targ->name );
4525 }
4526 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4528 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4529 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4530 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4531 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4532 }
4533 knockback( traj, stun, dam_mult );
4534 break;
4535 }
4536 targ->setpos( traj[i] );
4537 tp = traj[i];
4538 }
4539 } else if( u.pos() == tp ) {
4540 if( stun > 0 ) {
4541 u.add_effect( effect_stunned, 1_turns * stun );
4542 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4543 "You were stunned for %d turns!",
4544 stun ),
4545 stun );
4546 }
4547 for( size_t i = 1; i < traj.size(); i++ ) {
4548 if( m.impassable( traj[i] ) ||
4549 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4550 u.setpos( traj[i - 1] );
4551 force_remaining = traj.size() - i;
4552 if( stun != 0 ) {
4553 if( u.has_effect( effect_stunned ) ) {
4554 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4555 "You were stunned AGAIN for %d turns!",
4556 force_remaining ),
4557 force_remaining );
4558 } else {
4559 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4560 "You were stunned for %d turns!",
4561 force_remaining ),
4562 force_remaining );
4563 }
4564 u.add_effect( effect_stunned, 1_turns * force_remaining );
4565 std::array<bodypart_id, 8> bps = {{
4566 bodypart_id( "head" ),
4567 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4568 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4569 bodypart_id( "torso" ),
4570 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4571 }
4572 };
4573 for( const bodypart_id &bp : bps ) {
4574 if( one_in( 2 ) ) {
4575 u.deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4576 }
4577 }
4579 }
4580 m.bash( traj[i], 2 * dam_mult * force_remaining );
4581 break;
4582 } else if( critter_at( traj[i] ) ) {
4583 u.setpos( traj[i - 1] );
4584 force_remaining = traj.size() - i;
4585 if( stun != 0 ) {
4586 if( u.has_effect( effect_stunned ) ) {
4587 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4588 "You were stunned AGAIN for %d turns!",
4589 force_remaining ),
4590 force_remaining );
4591 } else {
4592 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4593 "You were stunned for %d turns!",
4594 force_remaining ),
4595 force_remaining );
4596 }
4597 u.add_effect( effect_stunned, 1_turns * force_remaining );
4598 }
4599 traj.erase( traj.begin(), traj.begin() + i );
4600 if( critter_at<monster>( traj.front() ) ) {
4601 add_msg( _( "You collided with something and sent it flying!" ) );
4602 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4603 if( guy->male ) {
4604 add_msg( _( "You collided with someone and sent him flying!" ) );
4605 } else {
4606 add_msg( _( "You collided with someone and sent her flying!" ) );
4607 }
4608 }
4609 knockback( traj, stun, dam_mult );
4610 break;
4611 }
4612 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4613 avatar_action::swim( m, u, u.pos() );
4614 } else {
4615 u.setpos( traj[i] );
4616 }
4617
4618 tp = traj[i];
4619 }
4620 }
4621}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8935
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8459
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:980
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3700 of file game.cpp.

3701{
3702 const float light = natural_light_level( zlev );
3703 return LIGHT_RANGE( light );
3704}
float natural_light_level(int zlev) const
Definition: game.cpp:3640
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 2907 of file game.cpp.

2908{
2909 std::vector<std::string> saves;
2910 for( auto &worldsave : world_generator->active_world->world_saves ) {
2911 saves.push_back( worldsave.player_name() );
2912 }
2913 return saves;
2914}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7365 of file game.cpp.

7366{
7367 std::vector<map_item_stack> ground_items = item_list;
7368 int iInfoHeight = 0;
7369 int iMaxRows = 0;
7370 int width = 0;
7371 int max_name_width = 0;
7372
7373 //find max length of item name and resize window width
7374 for( const map_item_stack &cur_item : ground_items ) {
7375 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7376 if( item_len > max_name_width ) {
7377 max_name_width = item_len;
7378 }
7379 }
7380
7381 tripoint active_pos;
7382 map_item_stack *activeItem = nullptr;
7383
7384 catacurses::window w_items;
7385 catacurses::window w_items_border;
7386 catacurses::window w_item_info;
7387
7388 ui_adaptor ui;
7389 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7390 iInfoHeight = std::min( 25, TERMY / 2 );
7391 iMaxRows = TERMY - iInfoHeight - 2;
7392
7393 width = clamp( max_name_width, 45, TERMX / 3 );
7394
7395 const int offsetX = TERMX - width;
7396
7397 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7398 width - 2, point( offsetX + 1, 1 ) );
7399 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7400 width, point( offsetX, 0 ) );
7401 w_item_info = catacurses::newwin( iInfoHeight, width,
7402 point( offsetX, TERMY - iInfoHeight ) );
7403
7404 if( activeItem ) {
7405 centerlistview( active_pos, width );
7406 }
7407
7408 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7409 } );
7410 ui.mark_resize();
7411
7412 // use previously selected sorting method
7413 bool sort_radius = uistate.list_item_sort != 2;
7414 bool addcategory = !sort_radius;
7415
7416 // reload filter/priority settings on the first invocation, if they were active
7417 if( !uistate.list_item_init ) {
7420 }
7423 }
7426 }
7427 uistate.list_item_init = true;
7428 }
7429
7430 //this stores only those items that match our filter
7431 std::vector<map_item_stack> filtered_items =
7432 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7433 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7434 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7435 int iItemNum = ground_items.size();
7436
7437 const tripoint stored_view_offset = u.view_offset;
7438
7440
7441 int iActive = 0; // Item index that we're looking at
7442 bool refilter = true;
7443 int page_num = 0;
7444 int iCatSortNum = 0;
7445 int iScrollPos = 0;
7446 std::map<int, std::string> mSortCategory;
7447
7448 std::string action;
7449 input_context ctxt( "LIST_ITEMS" );
7450 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7451 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7452 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7453 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7454 ctxt.register_action( "PAGE_DOWN" );
7455 ctxt.register_action( "PAGE_UP" );
7456 ctxt.register_action( "NEXT_TAB" );
7457 ctxt.register_action( "PREV_TAB" );
7458 ctxt.register_action( "HELP_KEYBINDINGS" );
7459 ctxt.register_action( "QUIT" );
7460 ctxt.register_action( "FILTER" );
7461 ctxt.register_action( "RESET_FILTER" );
7462 ctxt.register_action( "EXAMINE" );
7463 ctxt.register_action( "COMPARE" );
7464 ctxt.register_action( "PRIORITY_INCREASE" );
7465 ctxt.register_action( "PRIORITY_DECREASE" );
7466 ctxt.register_action( "SORT" );
7467 ctxt.register_action( "TRAVEL_TO" );
7468
7470
7471 ui.on_redraw( [&]( const ui_adaptor & ) {
7472 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7473
7474 if( ground_items.empty() ) {
7475 wnoutrefresh( w_items_border );
7476 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7477 } else {
7478 int iStartPos = 0;
7479 werase( w_items );
7480 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7481 int iNum = 0;
7482 bool high = false;
7483 bool low = false;
7484 int index = 0;
7485 int iCatSortOffset = 0;
7486
7487 for( int i = 0; i < iStartPos; i++ ) {
7488 if( !mSortCategory[i].empty() ) {
7489 iNum++;
7490 }
7491 }
7492 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7493 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7494 high = true;
7495 low = false;
7496 } else if( index >= lowPStart + iCatSortOffset ) {
7497 high = false;
7498 low = true;
7499 } else {
7500 high = false;
7501 low = false;
7502 }
7503
7504 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7505 int iThisPage = 0;
7506 if( !mSortCategory[iNum].empty() ) {
7507 iCatSortOffset++;
7508 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7509 } else {
7510 if( iNum == iActive ) {
7511 iThisPage = page_num;
7512 }
7513 std::string sText;
7514 if( iter->vIG.size() > 1 ) {
7515 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7516 }
7517 sText += iter->example->tname();
7518 if( iter->vIG[iThisPage].count > 1 ) {
7519 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7520 }
7521
7522 nc_color col = c_light_green;
7523 if( iNum != iActive ) {
7524 if( high ) {
7525 col = c_yellow;
7526 } else if( low ) {
7527 col = c_red;
7528 } else {
7529 col = iter->example->color_in_inventory();
7530 }
7531 }
7532 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7533 const int numw = iItemNum > 9 ? 2 : 1;
7534 const int x = iter->vIG[iThisPage].pos.x;
7535 const int y = iter->vIG[iThisPage].pos.y;
7536 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7537 iNum == iActive ? c_light_green : c_light_gray,
7538 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7540 ++iter;
7541 }
7542 } else {
7543 ++iter;
7544 }
7545 iNum++;
7546 }
7547 iNum = 0;
7548 for( int i = 0; i < iActive; i++ ) {
7549 if( !mSortCategory[i].empty() ) {
7550 iNum++;
7551 }
7552 }
7553 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7554 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7555 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7556 werase( w_item_info );
7557
7558 if( iItemNum > 0 && activeItem ) {
7559 std::vector<iteminfo> vThisItem;
7560 std::vector<iteminfo> vDummy;
7561 activeItem->example->info( true, vThisItem );
7562
7563 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7564 dummy.without_getch = true;
7565 dummy.without_border = true;
7566
7567 draw_item_info( w_item_info, dummy );
7568 }
7569 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7570 wnoutrefresh( w_items_border );
7571 }
7572
7573 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7574 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7575
7576 if( iItemNum > 0 && activeItem ) {
7577 // print info window title: < item name >
7578 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7579 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7580 activeItem->example->display_name() );
7581 wprintw( w_item_info, " >" );
7582 }
7583
7584 wnoutrefresh( w_items );
7585 wnoutrefresh( w_item_info );
7586
7587 if( filter_type ) {
7588 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7589 }
7590 } );
7591
7592 cata::optional<tripoint> trail_start;
7593 cata::optional<tripoint> trail_end;
7594 bool trail_end_x = false;
7595 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7596 trail_end_x );
7597 add_draw_callback( trail_cb );
7598
7599 do {
7600 if( action == "COMPARE" && activeItem ) {
7601 game_menus::inv::compare( u, active_pos );
7602 } else if( action == "FILTER" ) {
7603 filter_type = item_filter_type::FILTER;
7604 ui.invalidate_ui();
7606 .title( _( "Filter:" ) )
7607 .width( 55 )
7608 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7609 .identifier( "item_filter" )
7610 .max_length( 256 )
7611 .edit( sFilter );
7612 refilter = true;
7613 addcategory = !sort_radius;
7615 filter_type = cata::nullopt;
7616 } else if( action == "RESET_FILTER" ) {
7617 sFilter.clear();
7618 filtered_items = ground_items;
7619 refilter = true;
7621 addcategory = !sort_radius;
7622 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7623 std::vector<iteminfo> vThisItem;
7624 std::vector<iteminfo> vDummy;
7625 activeItem->example->info( true, vThisItem );
7626
7627 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7628 vDummy );
7629 info_data.handle_scrolling = true;
7630
7632 return catacurses::newwin( TERMY, width - 5, point_zero );
7633 }, info_data );
7634 } else if( action == "PRIORITY_INCREASE" ) {
7635 filter_type = item_filter_type::HIGH_PRIORITY;
7636 ui.invalidate_ui();
7638 .title( _( "High Priority:" ) )
7639 .width( 55 )
7641 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7642 .identifier( "list_item_priority" )
7643 .max_length( 256 )
7644 .query_string();
7645 refilter = true;
7646 addcategory = !sort_radius;
7648 filter_type = cata::nullopt;
7649 } else if( action == "PRIORITY_DECREASE" ) {
7650 filter_type = item_filter_type::LOW_PRIORITY;
7651 ui.invalidate_ui();
7653 .title( _( "Low Priority:" ) )
7654 .width( 55 )
7656 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7657 .identifier( "list_item_downvote" )
7658 .max_length( 256 )
7659 .query_string();
7660 refilter = true;
7661 addcategory = !sort_radius;
7663 filter_type = cata::nullopt;
7664 } else if( action == "SORT" ) {
7665 if( sort_radius ) {
7666 sort_radius = false;
7667 addcategory = true;
7668 uistate.list_item_sort = 2; // list is sorted by category
7669 } else {
7670 sort_radius = true;
7671 uistate.list_item_sort = 1; // list is sorted by distance
7672 }
7673 highPEnd = -1;
7674 lowPStart = -1;
7675 iCatSortNum = 0;
7676
7677 mSortCategory.clear();
7678 refilter = true;
7679 } else if( action == "TRAVEL_TO" && activeItem ) {
7680 if( !u.sees( u.pos() + active_pos ) ) {
7681 add_msg( _( "You can't see that destination." ) );
7682 }
7683 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7684 u.get_path_avoid() );
7685 if( route.size() > 1 ) {
7686 route.pop_back();
7687 u.set_destination( route );
7688 break;
7689 } else {
7690 add_msg( m_info, _( "You can't travel there." ) );
7691 }
7692 }
7693 if( uistate.list_item_sort == 1 ) {
7694 ground_items = item_list;
7695 } else if( uistate.list_item_sort == 2 ) {
7696 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7697 }
7698
7699 if( refilter ) {
7700 refilter = false;
7701 filtered_items = filter_item_stacks( ground_items, sFilter );
7702 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7703 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7704 iActive = 0;
7705 page_num = 0;
7706 iItemNum = filtered_items.size();
7707 }
7708
7709 if( addcategory ) {
7710 addcategory = false;
7711 iCatSortNum = 0;
7712 mSortCategory.clear();
7713 if( highPEnd > 0 ) {
7714 mSortCategory[0] = _( "HIGH PRIORITY" );
7715 iCatSortNum++;
7716 }
7717 std::string last_cat_name;
7718 for( int i = std::max( 0, highPEnd );
7719 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7720 const std::string &cat_name = filtered_items[i].example->get_category().name();
7721 if( cat_name != last_cat_name ) {
7722 mSortCategory[i + iCatSortNum++] = cat_name;
7723 last_cat_name = cat_name;
7724 }
7725 }
7726 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7727 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7728 }
7729 if( !mSortCategory[0].empty() ) {
7730 iActive++;
7731 }
7732 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7733 }
7734
7735 if( action == "UP" ) {
7736 do {
7737 iActive--;
7738
7739 } while( !mSortCategory[iActive].empty() );
7740 iScrollPos = 0;
7741 page_num = 0;
7742 if( iActive < 0 ) {
7743 iActive = iItemNum - 1;
7744 }
7745 } else if( action == "DOWN" ) {
7746 do {
7747 iActive++;
7748
7749 } while( !mSortCategory[iActive].empty() );
7750 iScrollPos = 0;
7751 page_num = 0;
7752 if( iActive >= iItemNum ) {
7753 iActive = mSortCategory[0].empty() ? 0 : 1;
7754 }
7755 } else if( action == "RIGHT" ) {
7756 if( !filtered_items.empty() && activeItem ) {
7757 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7758 page_num = activeItem->vIG.size() - 1;
7759 }
7760 }
7761 } else if( action == "LEFT" ) {
7762 page_num = std::max( 0, page_num - 1 );
7763 } else if( action == "PAGE_UP" ) {
7764 iScrollPos--;
7765 } else if( action == "PAGE_DOWN" ) {
7766 iScrollPos++;
7767 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7768 u.view_offset = stored_view_offset;
7770 }
7771
7772 active_pos = tripoint_zero;
7773 activeItem = nullptr;
7774
7775 if( mSortCategory[iActive].empty() ) {
7776 auto iter = filtered_items.begin();
7777 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7778 if( mSortCategory[iNum].empty() ) {
7779 ++iter;
7780 }
7781 }
7782 if( iter != filtered_items.end() ) {
7783 active_pos = iter->vIG[page_num].pos;
7784 activeItem = &( *iter );
7785 }
7786 }
7787
7788 if( activeItem ) {
7789 centerlistview( active_pos, width );
7790 trail_start = u.pos();
7791 trail_end = u.pos() + active_pos;
7792 // Actually accessed from the terrain overlay callback `trail_cb` in the
7793 // call to `ui_manager::redraw`.
7794 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7795 trail_end_x = true;
7796 } else {
7797 u.view_offset = stored_view_offset;
7798 trail_start = trail_end = cata::nullopt;
7799 }
7801
7803
7804 action = ctxt.handle_input();
7805 } while( action != "QUIT" );
7806
7807 u.view_offset = stored_view_offset;
7808 return game::vmenu_ret::QUIT;
7809}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1056
std::string list_item_downvote
Definition: game.h:1057
std::string sFilter
Definition: game.h:1055
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7252
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1104
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4042
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9699
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4465
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3220
uistatedata uistate
Definition: game.cpp:275
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7097
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7320 of file game.cpp.

7321{
7322 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7323 // whole reality bubble
7324 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7325
7326 if( mons.empty() && items.empty() ) {
7327 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7328 return;
7329 }
7330
7331 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7332 const auto att_lhs = lhs->attitude_to( u );
7333 const auto att_rhs = rhs->attitude_to( u );
7334
7335 return att_lhs < att_rhs || ( att_lhs == att_rhs
7336 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7337 } );
7338
7339 // If the current list is empty, switch to the non-empty list
7341 if( items.empty() ) {
7342 uistate.vmenu_show_items = false;
7343 }
7344 } else if( mons.empty() ) {
7346 }
7347
7350 while( true ) {
7351 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7354 } else {
7355 break;
7356 }
7357 }
7358
7359 if( ret == game::vmenu_ret::FIRE ) {
7361 }
7363}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7811
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7365
vmenu_ret
Definition: game.h:794
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:7020
void temp_exit_fullscreen()
Definition: game.cpp:550
void reenter_fullscreen()
Definition: game.cpp:560
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:844
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:211
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:190
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:180
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:175
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:185
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:135
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7811 of file game.cpp.

7812{
7813 const int iInfoHeight = 15;
7814 const int width = 45;
7815 int offsetX = 0;
7816 int iMaxRows = 0;
7817
7818 catacurses::window w_monsters;
7819 catacurses::window w_monsters_border;
7820 catacurses::window w_monster_info;
7821 catacurses::window w_monster_info_border;
7822
7823 Creature *cCurMon = nullptr;
7824 tripoint iActivePos;
7825
7826 bool hide_ui = false;
7827
7828 ui_adaptor ui;
7829 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7830 if( hide_ui ) {
7831 ui.position( point_zero, point_zero );
7832 } else {
7833 offsetX = TERMX - width;
7834 iMaxRows = TERMY - iInfoHeight - 1;
7835
7836 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7837 1 ) );
7838 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7839 0 ) );
7840 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7841 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7842 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7843 TERMY - iInfoHeight ) );
7844
7845 if( cCurMon ) {
7846 centerlistview( iActivePos, width );
7847 }
7848
7849 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7850 }
7851 } );
7852 ui.mark_resize();
7853
7854 const int max_gun_range = u.weapon.gun_range( &u );
7855
7856 const tripoint stored_view_offset = u.view_offset;
7858
7859 int iActive = 0; // monster index that we're looking at
7860
7861 std::string action;
7862 input_context ctxt( "LIST_MONSTERS" );
7863 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7864 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7865 ctxt.register_action( "NEXT_TAB" );
7866 ctxt.register_action( "PREV_TAB" );
7867 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7868 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7869 ctxt.register_action( "QUIT" );
7870 if( bVMonsterLookFire ) {
7871 ctxt.register_action( "look" );
7872 ctxt.register_action( "fire" );
7873 }
7874 ctxt.register_action( "HELP_KEYBINDINGS" );
7875
7876 // first integer is the row the attitude category string is printed in the menu
7877 std::map<int, Creature::Attitude> mSortCategory;
7878
7879 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7880 const auto attitude = monster_list[i]->attitude_to( u );
7881 if( attitude != last_attitude ) {
7882 mSortCategory[i + mSortCategory.size()] = attitude;
7883 last_attitude = attitude;
7884 }
7885 }
7886
7887 ui.on_redraw( [&]( const ui_adaptor & ) {
7888 if( !hide_ui ) {
7889 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7890 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7891 true );
7892
7893 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7894 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7895
7896 if( monster_list.empty() ) {
7897 werase( w_monsters );
7898 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7899 _( "You don't see any monsters around you!" ) );
7900 } else {
7901 werase( w_monsters );
7902
7903 const int iNumMonster = monster_list.size();
7904 const int iMenuSize = monster_list.size() + mSortCategory.size();
7905
7906 const int numw = iNumMonster > 999 ? 4 :
7907 iNumMonster > 99 ? 3 :
7908 iNumMonster > 9 ? 2 : 1;
7909
7910 // given the currently selected monster iActive. get the selected row
7911 int iSelPos = iActive;
7912 for( auto &ia : mSortCategory ) {
7913 int index = ia.first;
7914 if( index <= iSelPos ) {
7915 ++iSelPos;
7916 } else {
7917 break;
7918 }
7919 }
7920 int iStartPos = 0;
7921 // use selected row get the start row
7922 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7923
7924 // get first visible monster and category
7925 int iCurMon = iStartPos;
7926 auto CatSortIter = mSortCategory.cbegin();
7927 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7928 ++CatSortIter;
7929 --iCurMon;
7930 }
7931
7932 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7933 for( int y = 0; y < endY; ++y ) {
7934 if( CatSortIter != mSortCategory.cend() ) {
7935 const int iCurPos = iStartPos + y;
7936 const int iCatPos = CatSortIter->first;
7937 if( iCurPos == iCatPos ) {
7938 const std::string cat_name = Creature::get_attitude_ui_data(
7939 CatSortIter->second ).first.translated();
7940 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7941 ++CatSortIter;
7942 continue;
7943 }
7944 }
7945 // select current monster
7946 const auto critter = monster_list[iCurMon];
7947 const bool selected = iCurMon == iActive;
7948 ++iCurMon;
7949 if( critter->sees( g->u ) ) {
7950 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7951 }
7952 bool is_npc = false;
7953 const monster *m = dynamic_cast<monster *>( critter );
7954 const npc *p = dynamic_cast<npc *>( critter );
7955 nc_color name_color = critter->basic_symbol_color();
7956
7957 if( selected ) {
7958 name_color = hilite( name_color );
7959 }
7960
7961 if( m != nullptr ) {
7962 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7963 } else {
7964 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7965 is_npc = true;
7966 }
7967
7968 if( selected && !get_safemode().empty() ) {
7969 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7970
7971 std::string sSafemode;
7972 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7973 sSafemode = _( "<R>emove from safemode Blacklist" );
7974 } else {
7975 sSafemode = _( "<A>dd to safemode Blacklist" );
7976 }
7977
7978 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7979 c_white, c_light_green, sSafemode );
7980 }
7981
7983 std::string sText;
7984
7985 if( m != nullptr ) {
7986 m->get_HP_Bar( color, sText );
7987 } else {
7988 std::tie( sText, color ) =
7989 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7990 }
7991 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7992
7993 if( m != nullptr ) {
7994 const auto att = m->get_attitude();
7995 sText = att.first;
7996 color = att.second;
7997 } else if( p != nullptr ) {
7998 sText = npc_attitude_name( p->get_attitude() );
7999 color = p->symbol_color();
8000 }
8001 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
8002
8003 const int mon_dist = rl_dist( u.pos(), critter->pos() );
8004 const int numd = mon_dist > 999 ? 4 :
8005 mon_dist > 99 ? 3 :
8006 mon_dist > 9 ? 2 : 1;
8007
8008 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
8009 selected ? c_light_green : c_light_gray,
8010 "%*d %s",
8011 numd, mon_dist,
8012 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
8013 }
8014
8015 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
8016 iActive + 1 );
8017 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
8018
8019 werase( w_monster_info );
8020 if( cCurMon ) {
8021 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
8022 }
8023
8024 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8025 true );
8026
8027 if( bVMonsterLookFire ) {
8028 mvwprintw( w_monster_info_border, point_east, "< " );
8029 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
8030 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
8031
8032 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8033 wprintw( w_monster_info_border, " " );
8034 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
8035 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
8036 }
8037 wprintw( w_monster_info_border, " >" );
8038 }
8039
8040 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
8041 point_south );
8042 }
8043
8044 wnoutrefresh( w_monsters_border );
8045 wnoutrefresh( w_monster_info_border );
8046 wnoutrefresh( w_monsters );
8047 wnoutrefresh( w_monster_info );
8048 }
8049 } );
8050
8051 cata::optional<tripoint> trail_start;
8052 cata::optional<tripoint> trail_end;
8053 bool trail_end_x = false;
8054 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
8055 trail_end_x );
8056 add_draw_callback( trail_cb );
8057
8058 do {
8059 if( action == "UP" ) {
8060 iActive--;
8061 if( iActive < 0 ) {
8062 if( monster_list.empty() ) {
8063 iActive = 0;
8064 } else {
8065 iActive = static_cast<int>( monster_list.size() ) - 1;
8066 }
8067 }
8068 } else if( action == "DOWN" ) {
8069 iActive++;
8070 if( iActive >= static_cast<int>( monster_list.size() ) ) {
8071 iActive = 0;
8072 }
8073 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
8074 u.view_offset = stored_view_offset;
8076 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
8077 const auto m = dynamic_cast<monster *>( cCurMon );
8078 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8079
8080 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8082 }
8083 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8084 if( !get_safemode().empty() ) {
8085 const auto m = dynamic_cast<monster *>( cCurMon );
8086 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8087
8088 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8090 }
8091 } else if( action == "look" ) {
8092 hide_ui = true;
8093 ui.mark_resize();
8094 look_around();
8095 hide_ui = false;
8096 ui.mark_resize();
8097 } else if( action == "fire" ) {
8098 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8099 u.last_target = shared_from( *cCurMon );
8101 u.view_offset = stored_view_offset;
8102 return game::vmenu_ret::FIRE;
8103 }
8104 }
8105
8106 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8107 cCurMon = monster_list[iActive];
8108 iActivePos = cCurMon->pos() - u.pos();
8109 centerlistview( iActivePos, width );
8110 trail_start = u.pos();
8111 trail_end = cCurMon->pos();
8112 // Actually accessed from the terrain overlay callback `trail_cb` in the
8113 // call to `ui_manager::redraw`.
8114 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8115 trail_end_x = false;
8116 } else {
8117 cCurMon = nullptr;
8118 iActivePos = tripoint_zero;
8119 u.view_offset = stored_view_offset;
8120 trail_start = trail_end = cata::nullopt;
8121 }
8123
8125
8126 action = ctxt.handle_input();
8127 } while( action != "QUIT" );
8128
8129 u.view_offset = stored_view_offset;
8130
8131 return game::vmenu_ret::QUIT;
8132}
double recoil
Definition: character.h:561
nc_color symbol_color() const override
Color's character's tile's background.
Definition: character.cpp:6109
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1860
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4703
bool bVMonsterLookFire
Definition: game.h:1060
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7222
npc_attitude get_attitude() const
Definition: npc.cpp:3139
weak_ptr_fast< Creature > last_target
Definition: player.h:595
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2545
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2628 of file game.cpp.

2629{
2632 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2635
2636 using namespace std::placeholders;
2637
2638 const std::string worldpath = get_world_base_save_path() + "/";
2639 const std::string playerpath = worldpath + name.base_path();
2640
2641 // Now load up the master game data; factions (and more?)
2642 load_master();
2643 u = avatar();
2644 u.name = name.player_name();
2645 // This should be initialized more globally (in player/Character constructor)
2647 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2648 return false;
2649 }
2650
2652
2654
2655 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2656 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2657
2658#if defined(__ANDROID__)
2659 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2660 std::bind( &game::load_shortcuts, this, _1 ) );
2661#endif
2662
2663 // Now that the player's worn items are updated, their sight limits need to be
2664 // recalculated. (This would be cleaner if u.worn were private.)
2666
2667 if( !gamemode ) {
2668 gamemode = std::make_unique<special_game>();
2669 }
2670
2671 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2672 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2673
2674 init_autosave();
2675 get_auto_pickup().load_character(); // Load character auto pickup rules
2676 get_auto_notes_settings().load(); // Load character auto notes settings
2677 get_safemode().load_character(); // Load character safemode rules
2678 zone_manager::get_manager().load_zones(); // Load character world zones
2679 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2680 JsonIn jsin( stream );
2681 uistate.deserialize( jsin );
2682 } );
2683 reload_npcs();
2688 update_map( u );
2689 for( auto &e : u.inv_dump() ) {
2690 e->set_owner( g->u );
2691 }
2692 // legacy, needs to be here as we access the map.
2693 if( !u.getID().is_valid() ) {
2694 // player does not have a real id, so assign a new one,
2695 u.setID( assign_npc_id() );
2696 // The vehicle stores the IDs of the boarded players, so update it, too.
2697 if( u.in_vehicle ) {
2699 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2700 vp->part().passenger_id = u.getID();
2701 }
2702 }
2703 }
2704
2705 // populate calendar caches now, after active world is set, but before we do
2706 // anything else, to ensure they pick up the correct value from the save's
2707 // worldoptions
2708 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2709 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2710
2711 u.reset();
2712
2713 return true;
2714}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:466
std::vector< item * > inv_dump()
Definition: character.cpp:8959
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1703
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3622
Definition: json.h:177
Definition: avatar.h:54
void load_map_memory()
Definition: avatar.cpp:134
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1993
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:973
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:2051
void load_master()
Definition: game.cpp:2597
void validate_mounted_npcs()
Definition: game.cpp:2008
character_id assign_npc_id()
Definition: game.cpp:3714
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11350
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:2027
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2604 of file game.cpp.

2605{
2606 world_generator->init();
2607 const WORLDPTR wptr = world_generator->get_world( world );
2608 if( !wptr ) {
2609 return false;
2610 }
2611 if( wptr->world_saves.empty() ) {
2612 debugmsg( "world '%s' contains no saves", world );
2613 return false;
2614 }
2615
2616 try {
2617 world_generator->set_active_world( wptr );
2618 g->setup();
2619 g->load( wptr->world_saves.front() );
2620 } catch( const std::exception &err ) {
2621 debugmsg( "cannot load world '%s': %s", world, err.what() );
2622 return false;
2623 }
2624
2625 return true;
2626}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_core_data()

void game::load_core_data ( loading_ui ui)

Loads core dynamic data.

May throw.

Definition at line 441 of file game.cpp.

442{
443 // core data can be loaded only once and must be first
444 // anyway.
446
448}
void unload_data()
Deletes and unloads all the data previously loaded with load_data_from_path.
Definition: init.cpp:531
std::string jsondir()
Definition: path_info.cpp:230

References DynamicDataLoader::get_instance(), PATH_INFO::jsondir(), load_data_from_dir(), and DynamicDataLoader::unload_data().

Referenced by check_mod_data(), dump_stats(), and setup().

◆ load_data_from_dir()

void game::load_data_from_dir ( const std::string &  path,
const std::string &  src,
loading_ui ui 
)
protected

Loads dynamic data from the given directory.

May throw.

Definition at line 450 of file game.cpp.

451{
453}
void load_data_from_path(const std::string &path, const std::string &src, loading_ui &ui)
Load all data from json files located in the path (recursive).
Definition: init.cpp:460

References DynamicDataLoader::get_instance(), and DynamicDataLoader::load_data_from_path().

Referenced by check_mod_data(), load_core_data(), and load_packs().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 646 of file game.cpp.

647{
648 // TODO: fix point types
649 load_map( tripoint_abs_sm( pos_sm ), pump_events );
650}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:646
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 652 of file game.cpp.

654{
655 m.load( pos_sm, true, pump_events );
656 grid_tracker_ptr->load( m );
657}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6607

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2597 of file game.cpp.

2598{
2599 using namespace std::placeholders;
2600 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2601 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2602}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 911 of file game.cpp.

912{
913 const int radius = HALF_MAPSIZE - 1;
914 // uses submap coordinates
915 std::vector<shared_ptr_fast<npc>> just_added;
916 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
917 const character_id &id = temp->getID();
918 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
919 [id]( const shared_ptr_fast<npc> &n ) {
920 return n->getID() == id;
921 } );
922 if( found != active_npc.end() ) {
923 continue;
924 }
925 if( temp->is_active() ) {
926 continue;
927 }
928 if( temp->has_companion_mission() ) {
929 continue;
930 }
931
932 const tripoint sm_loc = temp->global_sm_location();
933 // NPCs who are out of bounds before placement would be pushed into bounds
934 // This can cause NPCs to teleport around, so we don't want that
935 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
936 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
937 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
938 continue;
939 }
940
941 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
942 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
943 temp->place_on_map();
944 if( !m.inbounds( temp->pos() ) ) {
945 continue;
946 }
947 // In the rare case the npc was marked for death while
948 // it was on the overmap. Kill it.
949 if( temp->marked_for_death ) {
950 temp->die( nullptr );
951 } else {
952 active_npc.push_back( temp );
953 just_added.push_back( temp );
954 }
955 }
956
957 for( const auto &npc : just_added ) {
958 npc->on_load();
959 }
960
961 npcs_dirty = false;
962}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2658
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_packs()

bool game::load_packs ( const std::string &  msg,
const std::vector< mod_id > &  packs,
loading_ui ui 
)

Load content packs.

Parameters
msgstring to display whilst loading prompt
packscontent packs to load in correct dependent order
uistructure for load progress display
Returns
true if all packs were found, false if any were missing

Definition at line 2752 of file game.cpp.

2753{
2754 ui.new_context( msg );
2755 std::vector<mod_id> missing;
2756 std::vector<mod_id> available;
2757
2758 for( const mod_id &e : packs ) {
2759 if( e.is_valid() ) {
2760 available.emplace_back( e );
2761 ui.add_entry( e->name() );
2762 } else {
2763 missing.push_back( e );
2764 }
2765 }
2766
2767 ui.show();
2768 for( const auto &e : available ) {
2769 const MOD_INFORMATION &mod = *e;
2770 load_data_from_dir( mod.path, mod.ident.str(), ui );
2771 ui.proceed();
2772 }
2773
2774 for( const auto &e : missing ) {
2775 debugmsg( "unknown content %s", e.c_str() );
2776 }
2777
2778 return missing.empty();
2779}

References available, string_id< T >::c_str(), debugmsg, string_id< T >::is_valid(), load_data_from_dir(), and MOD_INFORMATION::name().

Referenced by dump_stats().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 327 of file game.cpp.

328{
329 // UI stuff, not mod-specific per definition
330 inp_mngr.init(); // Load input config JSON
331 // Init mappings for loading the json stuff
333 fullscreen = false;
334 was_fullscreen = false;
335 show_panel_adm = false;
337
338 // These functions do not load stuff from json.
339 // The content they load/initialize is hardcoded into the program.
340 // Therefore they can be loaded here.
341 // If this changes (if they load data from json), they have to
342 // be moved to game::load_mod or game::load_core_data
343
346}
bool was_fullscreen
Definition: game.h:1042
bool fullscreen
Definition: game.h:1041
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2186
void load_global()

References fullscreen, get_auto_pickup(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ load_world_modfiles()

void game::load_world_modfiles ( loading_ui ui)

Loads core data and mods from the active world.

May throw.

Definition at line 2716 of file game.cpp.

2717{
2718 auto &mods = world_generator->active_world->active_mod_order;
2719
2720 // remove any duplicates whilst preserving order (fixes #19385)
2721 std::set<mod_id> found;
2722 mods.erase( std::remove_if( mods.begin(), mods.end(), [&found]( const mod_id & e ) {
2723 if( found.count( e ) ) {
2724 return true;
2725 } else {
2726 found.insert( e );
2727 return false;
2728 }
2729 } ), mods.end() );
2730
2731 // require at least one core mod (saves before version 6 may implicitly require dda pack)
2732 if( std::none_of( mods.begin(), mods.end(), []( const mod_id & e ) {
2733 return e->core;
2734} ) ) {
2735 mods.insert( mods.begin(), mod_id( "dda" ) );
2736 }
2737
2739 // this code does not care about mod dependencies,
2740 // it assumes that those dependencies are static and
2741 // are resolved during the creation of the world.
2742 // That means world->active_mod_order contains a list
2743 // of mods in the correct order.
2744 load_packs( _( "Loading files" ), mods, ui );
2745
2746 // Load additional mods from that world-specific folder
2747 load_data_from_dir( get_world_base_save_path() + "/mods", "custom", ui );
2748
2750}
void load_artifacts(const std::string &path)
Definition: artifact.cpp:1098
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References world_generator.

Referenced by setup().

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6668 of file game.cpp.

6669{
6671 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6672 false, false, tripoint_zero, force_3d );
6673 return result.position;
6674}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6676 of file game.cpp.

6679{
6680 bVMonsterLookFire = false;
6681 // TODO: Make this `true`
6682 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6683
6685
6686 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6687 int &lx = lp.x;
6688 int &ly = lp.y;
6689 int &lz = lp.z;
6690
6691 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6692 bool fast_scroll = false;
6693
6694 std::unique_ptr<ui_adaptor> ui;
6695 catacurses::window w_info;
6696 if( show_window ) {
6697 ui = std::make_unique<ui_adaptor>();
6698 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6699 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6701
6702 // If particularly small, base height on panel width irrespective of other elements.
6703 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6704 if( height < panel_width / 2 ) {
6705 height = panel_width / 2;
6706 }
6707
6708 int la_y = 0;
6709 int la_x = TERMX - panel_width;
6710 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6711 if( position == "left" ) {
6712 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6714 } else {
6715 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6716 }
6717 }
6718 int la_h = height;
6719 int la_w = panel_width;
6720 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6721
6722 ui.position_from_window( w_info );
6723 } );
6724 ui->mark_resize();
6725 }
6726
6727 std::string action;
6728 input_context ctxt( "LOOK" );
6729 ctxt.set_iso( true );
6730 ctxt.register_directions();
6731 ctxt.register_action( "COORDINATE" );
6732 ctxt.register_action( "LEVEL_UP" );
6733 ctxt.register_action( "LEVEL_DOWN" );
6734 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6735 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6736 ctxt.register_action( "SELECT" );
6737 if( peeking ) {
6738 ctxt.register_action( "throw_blind" );
6739 }
6740 if( !select_zone ) {
6741 ctxt.register_action( "TRAVEL_TO" );
6742 ctxt.register_action( "LIST_ITEMS" );
6743 }
6744 ctxt.register_action( "MOUSE_MOVE" );
6745 ctxt.register_action( "CENTER" );
6746
6747 ctxt.register_action( "debug_scent" );
6748 ctxt.register_action( "debug_scent_type" );
6749 ctxt.register_action( "debug_temp" );
6750 ctxt.register_action( "debug_visibility" );
6751 ctxt.register_action( "debug_lighting" );
6752 ctxt.register_action( "debug_radiation" );
6753 ctxt.register_action( "debug_submap_grid" );
6754 ctxt.register_action( "debug_hour_timer" );
6755 ctxt.register_action( "CONFIRM" );
6756 ctxt.register_action( "QUIT" );
6757 ctxt.register_action( "HELP_KEYBINDINGS" );
6758 if( use_tiles ) {
6759 ctxt.register_action( "zoom_out" );
6760 ctxt.register_action( "zoom_in" );
6761 }
6762#if defined(TILES)
6763 ctxt.register_action( "toggle_pixel_minimap" );
6764#endif // TILES
6765
6766 const int old_levz = get_levz();
6767 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6768 -OVERMAP_DEPTH );
6769 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6771
6772 m.update_visibility_cache( old_levz );
6774
6775 bool blink = true;
6777
6778 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6779
6780 if( show_window && ui ) {
6781 ui->on_redraw( [&]( const ui_adaptor & ) {
6782 werase( w_info );
6783 draw_border( w_info );
6784
6785 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6786
6787 std::string extended_descr_text = string_format( _( "%s - %s" ),
6788 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6789 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6790 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6791 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6792 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6793#if defined(TILES)
6794 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6795 ctxt.get_desc( "toggle_pixel_minimap" ),
6796 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6797#endif // TILES
6798
6799 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6800 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6801 fast_scroll_text );
6802#if defined(TILES)
6803 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6804 pixel_minimap_text );
6805#endif // TILES
6806
6807 int first_line = 1;
6808 const int last_line = getmaxy( w_info ) - 3;
6809 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6810
6811 wnoutrefresh( w_info );
6812 } );
6813 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6814 draw_look_around_cursor( lp, cache );
6815 } );
6816 add_draw_callback( ter_indicator_cb );
6817 }
6818
6819 cata::optional<tripoint> zone_start;
6820 cata::optional<tripoint> zone_end;
6821 bool zone_blink = false;
6822 bool zone_cursor = true;
6823 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6824 zone_cursor, is_moving_zone );
6825 add_draw_callback( zone_cb );
6826
6827 is_looking = true;
6828 const tripoint prev_offset = u.view_offset;
6829#if defined(TILES)
6830 const int prev_tileset_zoom = tileset_zoom;
6831 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6832 get_zoom() != 4 ) {
6833 zoom_out();
6834 }
6836#endif
6837 do {
6838 u.view_offset = center - u.pos();
6839 if( select_zone ) {
6840 if( has_first_point ) {
6841 zone_start = start_point;
6842 zone_end = lp;
6843 } else {
6844 zone_start = lp;
6845 zone_end = cata::nullopt;
6846 }
6847 // Actually accessed from the terrain overlay callback `zone_cb` in the
6848 // call to `ui_manager::redraw`.
6849 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6850 zone_blink = blink;
6851 }
6852
6853 if( is_moving_zone ) {
6854 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6855 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6856 // Actually accessed from the terrain overlay callback `zone_cb` in the
6857 // call to `ui_manager::redraw`.
6858 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6859 zone_blink = blink;
6860 }
6863 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6864 ctxt.set_timeout( BLINK_SPEED );
6865 }
6866
6867 //Wait for input
6868 // only specify a timeout here if "EDGE_SCROLL" is enabled
6869 // otherwise use the previously set timeout
6870 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6871 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6872 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6873 if( edge_scrolling ) {
6874 action = ctxt.handle_input( scroll_timeout );
6875 } else {
6876 action = ctxt.handle_input();
6877 }
6878 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6879 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6880 blink = true; // Always draw blink symbols when moving cursor
6881 } else if( action == "TIMEOUT" ) {
6882 blink = !blink;
6883 }
6884 if( action == "LIST_ITEMS" ) {
6886 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6887 fast_scroll = !fast_scroll;
6888 } else if( action == "toggle_pixel_minimap" ) {
6890
6891 if( show_window && ui ) {
6892 ui->mark_resize();
6893 }
6894 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6895 if( !allow_zlev_move ) {
6896 continue;
6897 }
6898
6899 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6900 lz = clamp( lz + dz, min_levz, max_levz );
6901 center.z = clamp( center.z + dz, min_levz, max_levz );
6902
6903 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6904 u.view_offset.z = center.z - u.posz();
6906 } else if( action == "TRAVEL_TO" ) {
6907 if( !u.sees( lp ) ) {
6908 add_msg( _( "You can't see that destination." ) );
6909 continue;
6910 }
6911
6912 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6913 if( route.size() > 1 ) {
6914 route.pop_back();
6915 u.set_destination( route );
6916 } else {
6917 add_msg( m_info, _( "You can't travel there." ) );
6918 continue;
6919 }
6920 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6922 display_scent();
6923 }
6924 } else if( action == "debug_temp" ) {
6927 }
6928 } else if( action == "debug_lighting" ) {
6931 }
6932 } else if( action == "debug_transparency" ) {
6935 }
6936 } else if( action == "debug_radiation" ) {
6939 }
6940 } else if( action == "debug_submap_grid" ) {
6941 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6942 } else if( action == "debug_hour_timer" ) {
6944 } else if( action == "EXTENDED_DESCRIPTION" ) {
6946 } else if( action == "CENTER" ) {
6947 center = u.pos();
6948 lp = u.pos();
6949 u.view_offset.z = 0;
6950 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6951 // This block is structured this way so that edge scroll can work
6952 // whether the mouse is moving at the edge or simply stationary
6953 // at the edge. But even if edge scroll isn't in play, there's
6954 // other things for us to do here.
6955
6956 if( edge_scrolling ) {
6957 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6958 } else if( action == "MOUSE_MOVE" ) {
6959 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6960 if( mouse_pos ) {
6961 lx = mouse_pos->x;
6962 ly = mouse_pos->y;
6963 }
6964 }
6965 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6966 if( fast_scroll ) {
6967 vec->x *= soffset;
6968 vec->y *= soffset;
6969 }
6970
6971 lx = lx + vec->x;
6972 ly = ly + vec->y;
6973 center.x = center.x + vec->x;
6974 center.y = center.y + vec->y;
6975 } else if( action == "throw_blind" ) {
6976 result.peek_action = PA_BLIND_THROW;
6977 } else if( action == "zoom_in" ) {
6978 center.x = lp.x;
6979 center.y = lp.y;
6980 zoom_in();
6982 } else if( action == "zoom_out" ) {
6983 center.x = lp.x;
6984 center.y = lp.y;
6985 zoom_out();
6987 }
6988 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6989 action != "throw_blind" );
6990
6991 if( m.has_zlevels() && center.z != old_levz ) {
6992 m.invalidate_map_cache( old_levz );
6993 m.build_map_cache( old_levz );
6994 u.view_offset.z = 0;
6995 }
6996
6997 ctxt.reset_timeout();
6998 u.view_offset = prev_offset;
6999 zone_cb = nullptr;
7000 is_looking = false;
7001
7003 bVMonsterLookFire = true;
7004
7005 if( action == "CONFIRM" || action == "SELECT" ) {
7006 result.position = is_moving_zone ? zone_start : lp;
7007 }
7008
7009#if defined(TILES)
7010 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
7011 // Reset the tileset zoom to the previous value
7012 set_zoom( prev_tileset_zoom );
7014 }
7015#endif
7016
7017 return result;
7018}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2178
void set_zoom(int level)
Definition: game.cpp:7175
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5781
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6655
int get_zoom() const
Definition: game.cpp:7187
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5643
void invalidate_map_cache(const int zlev)
Definition: map.h:475
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2154
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3173
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int BLINK_SPEED
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), BLINK_SPEED, map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5774 of file game.cpp.

5775{
5776 editmap edit;
5777 return edit.edit();
5778}
cata::optional< tripoint > edit()
Definition: editmap.cpp:339

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 3130 of file game.cpp.

3131{
3133 if( ui ) {
3134 ui->mark_resize();
3135 }
3136}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2872 of file game.cpp.

2873{
2874 return *memorial_logger_ptr;
2875}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3821 of file game.cpp.

3822{
3823 const monster_visible_info &mon_visible = u.get_mon_visible();
3824 const auto &unique_types = mon_visible.unique_types;
3825 const auto &unique_mons = mon_visible.unique_mons;
3826 const auto &dangerous = mon_visible.dangerous;
3827
3828 const int width = getmaxx( w ) - 2 * hor_padding;
3829 const int maxheight = getmaxy( w );
3830
3831 const int startrow = 0;
3832
3833 // Print the direction headings
3834 // Reminder:
3835 // 7 0 1 unique_types uses these indices;
3836 // 6 8 2 0-7 are provide by direction_from()
3837 // 5 4 3 8 is used for local monsters (for when we explain them below)
3838
3839 const std::array<std::string, 8> dir_labels = {{
3840 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3841 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3842 }
3843 };
3844 std::array<int, 8> widths;
3845 for( int i = 0; i < 8; i++ ) {
3846 widths[i] = utf8_width( dir_labels[i] );
3847 }
3848 std::array<int, 8> xcoords;
3849 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3850 xcoords[0] = xcoords[4] = width / 3;
3851 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3852 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3853 //for the alignment of the 1,2,3 rows on the right edge
3854 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3855 for( int i = 0; i < 8; i++ ) {
3856 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3857 : ( dangerous[i] ? c_light_red : c_light_gray );
3858 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3859 }
3860
3861 // Print the symbols of all monsters in all directions.
3862 for( int i = 0; i < 8; i++ ) {
3863 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3864
3865 // The list of symbols needs a space on each end.
3866 int symroom = ( width / 3 ) - widths[i] - 2;
3867 const int typeshere_npc = unique_types[i].size();
3868 const int typeshere_mon = unique_mons[i].size();
3869 const int typeshere = typeshere_mon + typeshere_npc;
3870 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3871 nc_color c;
3872 std::string sym;
3873 if( symroom < typeshere && j == symroom - 1 ) {
3874 // We've run out of room!
3875 c = c_white;
3876 sym = "+";
3877 } else if( j < typeshere_npc ) {
3878 switch( unique_types[i][j]->get_attitude() ) {
3879 case NPCATT_KILL:
3880 c = c_red;
3881 break;
3882 case NPCATT_FOLLOW:
3883 c = c_light_green;
3884 break;
3885 default:
3886 c = c_pink;
3887 break;
3888 }
3889 sym = "@";
3890 } else {
3891 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3892 c = mt.color;
3893 sym = mt.sym;
3894 }
3895 mvwprintz( w, pr, c, sym );
3896
3897 pr.x++;
3898 }
3899 }
3900
3901 // Now we print their full names!
3902 struct nearest_loc_and_cnt {
3903 int nearest_loc;
3904 int cnt;
3905 };
3906 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3907 for( int loc = 0; loc < 9; loc++ ) {
3908 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3909 const auto mon_it = all_mons.find( mon.first );
3910 if( mon_it == all_mons.end() ) {
3911 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3912 } else {
3913 // 8 being the nearest location (local monsters)
3914 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3915 mon_it->second.cnt += mon.second;
3916 }
3917 }
3918 }
3919 std::vector<std::pair<const mtype *, int>> mons_at[9];
3920 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3921 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3922 }
3923
3924 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3925 // is blank.
3926 point pr( hor_padding, 4 + startrow );
3927
3928 // Print monster names, starting with those at location 8 (nearby).
3929 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3930 // Separate names by some number of spaces (more for local monsters).
3931 int namesep = ( j == 8 ? 2 : 1 );
3932 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3933 const mtype *const type = mon.first;
3934 const int count = mon.second;
3935 if( pr.y >= maxheight ) {
3936 // no space to print to anyway
3937 break;
3938 }
3939
3940 const mtype &mt = *type;
3941 std::string name = mt.nname( count );
3942 // Some languages don't have plural forms, but we want to always
3943 // omit 1.
3944 if( count != 1 ) {
3945 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3946 count, name );
3947 }
3948
3949 // Move to the next row if necessary. (The +2 is for the "Z ").
3950 if( pr.x + 2 + utf8_width( name ) >= width ) {
3951 pr.y++;
3952 pr.x = hor_padding;
3953 }
3954
3955 if( pr.y < maxheight ) { // Don't print if we've overflowed
3956 mvwprintz( w, pr, mt.color, mt.sym );
3957 pr.x += 2; // symbol and space
3958 nc_color danger = c_dark_gray;
3959 if( mt.difficulty >= 30 ) {
3960 danger = c_red;
3961 } else if( mt.difficulty >= 16 ) {
3962 danger = c_light_red;
3963 } else if( mt.difficulty >= 8 ) {
3964 danger = c_white;
3965 } else if( mt.agro > 0 ) {
3966 danger = c_light_gray;
3967 }
3968 mvwprintz( w, pr, danger, name );
3969 pr.x += utf8_width( name ) + namesep;
3970 }
3971 }
3972 }
3973}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:47
bool dangerous[8]
Definition: avatar.h:50
std::vector< npc * > unique_types[9]
Definition: avatar.h:46
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3975 of file game.cpp.

3976{
3977 int newseen = 0;
3978 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3979 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3980 safe_proxy_dist;
3981
3982 monster_visible_info &mon_visible = u.get_mon_visible();
3983 auto &new_seen_mon = mon_visible.new_seen_mon;
3984 auto &unique_types = mon_visible.unique_types;
3985 auto &unique_mons = mon_visible.unique_mons;
3986 auto &dangerous = mon_visible.dangerous;
3987
3988 // 7 0 1 unique_types uses these indices;
3989 // 6 8 2 0-7 are provide by direction_from()
3990 // 5 4 3 8 is used for local monsters (for when we explain them below)
3991 for( auto &t : unique_types ) {
3992 t.clear();
3993 }
3994 for( auto &m : unique_mons ) {
3995 m.clear();
3996 }
3997 std::fill( dangerous, dangerous + 8, false );
3998
3999 const tripoint view = u.pos() + u.view_offset;
4000 new_seen_mon.clear();
4001
4002 // TODO: no reason to have it static here
4003 static time_point previous_turn = calendar::start_of_cataclysm;
4004 const time_duration sm_ignored_time = time_duration::from_turns(
4005 get_option<int>( "SAFEMODEIGNORETURNS" ) );
4006
4008 monster *m = dynamic_cast<monster *>( c );
4009 npc *p = dynamic_cast<npc *>( c );
4010 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
4011 const int mx = POSX + ( c->posx() - view.x );
4012 const int my = POSY + ( c->posy() - view.y );
4013 int index = 8;
4014 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
4015 // for compatibility with old code, see diagram below, it explains the values for index,
4016 // also might need revisiting one z-levels are in.
4017 switch( dir_to_mon ) {
4021 index = 7;
4022 break;
4024 case direction::NORTH:
4026 index = 0;
4027 break;
4031 index = 1;
4032 break;
4034 case direction::WEST:
4036 index = 6;
4037 break;
4039 case direction::CENTER:
4041 index = 8;
4042 break;
4044 case direction::EAST:
4046 index = 2;
4047 break;
4051 index = 5;
4052 break;
4054 case direction::SOUTH:
4056 index = 4;
4057 break;
4061 index = 3;
4062 break;
4063 }
4064 }
4065
4066 rule_state safemode_state = RULE_NONE;
4067 const bool safemode_empty = get_safemode().empty();
4068
4069 if( m != nullptr ) {
4070 //Safemode monster check
4071 monster &critter = *m;
4072
4073 const monster_attitude matt = critter.attitude( &u );
4074 const int mon_dist = rl_dist( u.pos(), critter.pos() );
4075 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
4076
4077 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4078 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
4079 if( index < 8 && critter.sees( g->u ) ) {
4080 dangerous[index] = true;
4081 }
4082
4083 if( !safemode_empty || mon_dist <= iProxyDist ) {
4084 bool passmon = false;
4085 if( critter.ignoring > 0 ) {
4086 if( safe_mode != SAFE_MODE_ON ) {
4087 critter.ignoring = 0;
4088 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
4089 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
4090 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
4091 passmon = true;
4092 }
4093 critter.lastseen_turn = calendar::turn;
4094 }
4095
4096 if( !passmon ) {
4097 newseen++;
4098 new_seen_mon.push_back( shared_from( critter ) );
4099 }
4100 }
4101 }
4102
4103 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
4104 const auto mon_it = std::find_if( vec.begin(), vec.end(),
4105 [&]( const std::pair<const mtype *, int> &elem ) {
4106 return elem.first == critter.type;
4107 } );
4108 if( mon_it == vec.end() ) {
4109 vec.emplace_back( critter.type, 1 );
4110 } else {
4111 mon_it->second++;
4112 }
4113 } else if( p != nullptr ) {
4114 //Safe mode NPC check
4115
4116 const int npc_dist = rl_dist( u.pos(), p->pos() );
4117 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
4118 npc_dist );
4119
4120 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4121 p->get_attitude() == NPCATT_KILL ) ) {
4122 if( !safemode_empty || npc_dist <= iProxyDist ) {
4123 newseen++;
4124 }
4125 }
4126 unique_types[index].push_back( p );
4127 }
4128 }
4129
4130 if( newseen > mostseen ) {
4131 if( newseen - mostseen == 1 ) {
4132 if( !new_seen_mon.empty() ) {
4133 monster &critter = *new_seen_mon.back();
4135 string_format( _( "%s spotted!" ), critter.name() ) );
4136 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
4137 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
4139 u.add_effect( effect_adrenaline_mycus, 30_minutes );
4140 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
4141 // Triffids present. We ain't got TIME to adrenaline comedown!
4142 u.add_effect( effect_adrenaline_mycus, 15_minutes );
4143 u.mod_pain( 3 ); // Does take it out of you, though
4144 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
4145 }
4146 }
4147 } else {
4148 //Hostile NPC
4150 _( "Hostile survivor spotted!" ) );
4151 }
4152 } else {
4154 }
4156 if( safe_mode == SAFE_MODE_ON ) {
4158 }
4159 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4160 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4161 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4162 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4164 add_msg( m_info, _( "Safe mode ON!" ) );
4165 }
4166 }
4167
4168 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4170 }
4171
4172 previous_turn = calendar::turn;
4173 mostseen = newseen;
4174}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1250
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1805
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1086
cata::optional< time_point > lastseen_turn
Definition: monster.h:509
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2077
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:277
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, player::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4211 of file game.cpp.

4212{
4213 cleanup_dead();
4214
4215 for( monster &critter : all_monsters() ) {
4216 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4217 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4218 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4219 critter.pos().to_string(), m.tername( critter.pos() ) );
4220 dbg( DL::Error ) << msg;
4221 add_msg( m_debug, msg );
4222 bool okay = false;
4223 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4224 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4225 critter.setpos( dest );
4226 okay = true;
4227 break;
4228 }
4229 }
4230 if( !okay ) {
4231 // die of "natural" cause (overpopulation is natural)
4232 critter.die( nullptr );
4233 }
4234 }
4235
4236 if( !critter.is_dead() ) {
4237 critter.process_items();
4238 }
4239
4240 if( !critter.is_dead() ) {
4241 critter.process_turn();
4242 }
4243
4244 m.creature_in_field( critter );
4245 if( calendar::once_every( 1_days ) ) {
4246 if( critter.has_flag( MF_MILKABLE ) ) {
4247 critter.refill_udders();
4248 }
4249 critter.try_reproduce();
4250 }
4251 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4252 critter.made_footstep = false;
4253 // Controlled critters don't make their own plans
4254 if( !critter.has_effect( effect_ai_controlled ) ) {
4255 // Formulate a path to follow
4256 critter.plan();
4257 }
4258 critter.move(); // Move one square, possibly hit u
4259 critter.process_triggers();
4260 m.creature_in_field( critter );
4261 }
4262
4263 if( !critter.is_dead() &&
4264 u.has_active_bionic( bionic_id( "bio_alarm" ) ) &&
4265 u.get_power_level() >= 25_kJ &&
4266 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4267 !critter.is_hallucination() ) {
4268 u.mod_power_level( -25_kJ );
4269 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4271 _( "Your motion alarm goes off!" ) );
4272 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4273 u.wake_up();
4274 }
4275 }
4276 }
4277
4278 cleanup_dead();
4279
4280 // The remaining monsters are all alive, but may be outside of the reality bubble.
4281 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4282 // monster::die function is not called.
4283 for( monster &critter : all_monsters() ) {
4284 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4285 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4286 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4287 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4288 despawn_monster( critter );
4289 }
4290 }
4291
4292 // Now, do active NPCs.
4293 for( npc &guy : g->all_npcs() ) {
4294 int turns = 0;
4295 if( guy.is_mounted() ) {
4296 guy.check_mount_is_spooked();
4297 }
4298 m.creature_in_field( guy );
4299 if( !guy.has_effect( effect_npc_suspend ) ) {
4300 guy.process_turn();
4301 }
4302 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4303 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4304 ) {
4305 int moves = guy.moves;
4306 guy.move();
4307 if( moves == guy.moves ) {
4308 // Count every time we exit npc::move() without spending any moves.
4309 turns++;
4310 }
4311
4312 // Turn on debug mode when in infinite loop
4313 // It has to be done before the last turn, otherwise
4314 // there will be no meaningful debug output.
4315 if( turns == 9 ) {
4316 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4317 guy.name );
4318 debug_mode = true;
4319 }
4320 }
4321
4322 // If we spun too long trying to decide what to do (without spending moves),
4323 // Invoke cognitive suspension to prevent an infinite loop.
4324 if( turns == 10 ) {
4325 add_msg( _( "%s faints!" ), guy.name );
4326 guy.reboot();
4327 }
4328
4329 if( !guy.is_dead() ) {
4330 guy.npc_update_body();
4331 }
4332 }
4333 cleanup_dead();
4334}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1987
units::energy get_power_level() const
Definition: character.cpp:1967
void wake_up()
Definition: avatar.cpp:947
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), motion_alarm, calendar::once_every(), map::points_in_radius(), Character::pos(), rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2125 of file game.cpp.

2127{
2128 const int rate = get_option<int>( "EDGE_SCROLL" );
2129 auto ret = std::make_pair( tripoint_zero, last );
2130 if( rate == -1 ) {
2131 // Fast return when the option is disabled.
2132 return ret;
2133 }
2134 // Ensure the parameters are used even if the #if below is false
2135 ( void ) ctxt;
2136 ( void ) speed;
2137 ( void ) iso;
2138#if (defined TILES || defined _WIN32 || defined WINDOWS)
2139 auto now = std::chrono::steady_clock::now();
2140 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2141 return ret;
2142 } else {
2144 }
2145 const input_event event = ctxt.get_raw_input();
2146 if( event.type == CATA_INPUT_MOUSE ) {
2147 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2148 if( event.mouse_pos.x <= threshold.x ) {
2149 ret.first.x -= speed;
2150 if( iso ) {
2151 ret.first.y -= speed;
2152 }
2153 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2154 ret.first.x += speed;
2155 if( iso ) {
2156 ret.first.y += speed;
2157 }
2158 }
2159 if( event.mouse_pos.y <= threshold.y ) {
2160 ret.first.y -= speed;
2161 if( iso ) {
2162 ret.first.x += speed;
2163 }
2164 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2165 ret.first.y += speed;
2166 if( iso ) {
2167 ret.first.x -= speed;
2168 }
2169 }
2170 ret.second = ret.first;
2171 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2172 ret.first = ret.second;
2173 }
2174#endif
2175 return ret;
2176}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2187 of file game.cpp.

2188{
2189 // overmap has no iso mode
2193 return ret.first;
2194}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2125
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1094
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1095

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2178 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2559 of file game.cpp.

2560{
2561 const std::string save_dir = get_world_base_save_path();
2562 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2563 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2564 const std::string prefix = base64_encode( u.name ) + ".";
2565
2566 if( !assure_dir_exist( graveyard_dir ) ) {
2567 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2568 }
2569
2570 if( !assure_dir_exist( graveyard_save_dir ) ) {
2571 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2572 }
2573
2574 const auto save_files = get_files_from_path( prefix, save_dir );
2575 if( save_files.empty() ) {
2576 debugmsg( "could not find save files in '%s'", save_dir );
2577 }
2578
2579 for( const auto &src_path : save_files ) {
2580 const std::string dst_path = graveyard_save_dir +
2581 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2582
2583 if( rename_file( src_path, dst_path ) ) {
2584 continue;
2585 }
2586
2587 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2588
2589 if( remove_file( src_path ) ) {
2590 continue;
2591 }
2592
2593 debugmsg( "could not remove file '%s'", src_path );
2594 }
2595}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:362
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5242 of file game.cpp.

5243{
5244 const optional_vpart_position vp = m.veh_at( u.pos() );
5245 if( !vp ) {
5246 debugmsg( "Tried to exit non-existent vehicle." );
5247 return;
5248 }
5249 vehicle *const veh = &vp->vehicle();
5250 if( u.pos() == dest_loc ) {
5251 debugmsg( "Need somewhere to dismount towards." );
5252 return;
5253 }
5254 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5255 // TODO:: make dir() const correct!
5256 const units::angle d = ray.dir();
5257 add_msg( _( "You dive from the %s." ), veh->name );
5258 m.unboard_vehicle( u.pos() );
5259 u.moves -= 200;
5260 // Dive three tiles in the direction of tox and toy
5261 fling_creature( &u, d, 30, true );
5262 // Hit the ground according to vehicle speed
5263 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5264 if( veh->velocity > 0 ) {
5265 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5266 } else {
5267 fling_creature( &u, veh->face.dir() + 180_degrees,
5268 -( veh->velocity ) / static_cast<float>( 100 ) );
5269 }
5270 }
5271}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9847

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3640 of file game.cpp.

3641{
3642 // ignore while underground or above limits
3643 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3644 return LIGHT_AMBIENT_MINIMAL;
3645 }
3646
3647 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3648 // Already found the light level for now?
3649 return latest_lightlevels[zlev];
3650 }
3651
3652 float ret = LIGHT_AMBIENT_MINIMAL;
3653
3654 // Sunlight/moonlight related stuff
3656 if( !weather.lightning_active ) {
3658 } else {
3659 // Recent lightning strike has lit the area
3661 }
3662
3664
3665 // Artifact light level changes here. Even though some of these only have an effect
3666 // aboveground it is cheaper performance wise to simply iterate through the entire
3667 // list once instead of twice.
3668 float mod_ret = -1;
3669 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3670 // will trump a lower one.
3671 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3672 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3673 const time_duration left = e->when - calendar::turn;
3674 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3675 if( left > 25_turns ) {
3676 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3677 // and the last 25 scale back towards normal.
3678 } else {
3679 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3680 }
3681 }
3683 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3684 mod_ret = std::max<float>( ret, default_daylight_level() );
3685 }
3686 // If we had a changed light level due to an artifact event then it overwrites
3687 // the natural light level.
3688 if( mod_ret > -1 ) {
3689 ret = mod_ret;
3690 }
3691
3692 // Cap everything to our minimum light level
3693 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3694
3695 latest_lightlevels[zlev] = ret;
3696
3697 return ret;
3698}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1067
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5373 of file game.cpp.

5374{
5375 enum choices : int {
5376 talk = 0,
5377 swap_pos,
5378 push,
5379 examine_wounds,
5380 use_item,
5381 sort_armor,
5382 attack,
5383 disarm,
5384 steal
5385 };
5386
5387 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5388
5389 uilist amenu;
5390
5391 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5392 amenu.addentry( talk, true, 't', _( "Talk" ) );
5393 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5394 !u.is_mounted(), 's', _( "Swap positions" ) );
5395 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5396 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5397 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5398 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5399 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5400 if( !who.is_player_ally() ) {
5401 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5402 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5403 }
5404
5405 amenu.query();
5406
5407 const int choice = amenu.ret;
5408 if( choice == talk ) {
5409 who.talk_to_u();
5410 } else if( choice == swap_pos ) {
5411 if( !prompt_dangerous_tile( who.pos() ) ) {
5412 return true;
5413 }
5414 // TODO: Make NPCs protest when displaced onto dangerous crap
5415 add_msg( _( "You swap places with %s." ), who.name );
5416 swap_critters( u, who );
5417 // TODO: Make that depend on stuff
5418 u.mod_moves( -200 );
5419 } else if( choice == push ) {
5420 // TODO: Make NPCs protest when displaced onto dangerous crap
5421 tripoint oldpos = who.pos();
5422 who.move_away_from( u.pos(), true );
5423 u.mod_moves( -20 );
5424 if( oldpos != who.pos() ) {
5425 add_msg( _( "%s moves out of the way." ), who.name );
5426 } else {
5427 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5428 }
5429 } else if( choice == examine_wounds ) {
5430 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5431
5432 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5433 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5434 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5435 0.0f, 0.0f );
5436 } else if( choice == use_item ) {
5437 static const std::string heal_string( "heal" );
5438 const auto will_accept = []( const item & it ) {
5439 const auto use_fun = it.get_use( heal_string );
5440 if( use_fun == nullptr ) {
5441 return false;
5442 }
5443
5444 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5445
5446 return actor != nullptr &&
5447 actor->limb_power >= 0 &&
5448 actor->head_power >= 0 &&
5449 actor->torso_power >= 0;
5450 };
5451 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5452
5453 if( !loc ) {
5454 add_msg( _( "Never mind" ) );
5455 return false;
5456 }
5457 item &used = *loc;
5458 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5459 if( did_use ) {
5460 // Note: exiting a body part selection menu counts as use here
5461 u.mod_moves( -300 );
5462 }
5463 } else if( choice == sort_armor ) {
5464 who.sort_armor();
5465 u.mod_moves( -100 );
5466 } else if( choice == attack ) {
5467 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5468 u.melee_attack( who, true );
5469 who.on_attacked( u );
5470 }
5471 } else if( choice == disarm ) {
5472 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5473 u.disarm( who );
5474 }
5475 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5476 u.steal( who );
5477 }
5478
5479 return true;
5480}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5848
bool in_sleep_state() const override
Definition: character.cpp:9320
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
int per_cur
Definition: character.h:250
void steal(npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2391
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8787
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4890
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:731
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1449
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2535
void disarm(npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2315
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:604

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, player::disarm(), Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, skill_firstaid, player::sort_armor(), game_menus::inv::steal(), avatar::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4835 of file game.cpp.

4836{
4837 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4838}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9805 of file game.cpp.

9806{
9807 // TODO: Move this to a character method
9808 if( !u.is_mounted() ) {
9809 const item muscle( "muscle" );
9810 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9811 if( u.has_active_bionic( bid ) ) {// active power gen
9812 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9813 } else if( u.has_bionic( bid ) ) {// passive power gen
9814 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9815 }
9816 }
9817
9818 if( u.has_active_bionic( bionic_id( "bio_jointservo" ) ) ) {
9819 if( u.movement_mode_is( CMM_RUN ) ) {
9820 u.mod_power_level( -55_J );
9821 } else {
9822 u.mod_power_level( -35_J );
9823 }
9824 }
9825 }
9826
9827 if( u.movement_mode_is( CMM_RUN ) ) {
9828 if( !u.can_run() ) {
9830 }
9831 }
9832
9833 // apply martial art move bonuses
9834 u.martial_arts_data->ma_onmove_effects( u );
9835
9837}
@ CMM_RUN
Definition: character.h:103
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1329
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1619
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1928
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1877
void do_ambient()
Definition: sounds.cpp:1616
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32

References Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9839 of file game.cpp.

9840{
9841#if defined(TILES)
9842 tilecontext->on_options_changed();
9843#endif
9844 grid_tracker_ptr->on_options_changed();
9845}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1488 of file handle_action.cpp.

1489{
1490 uilist as_m;
1491
1492 as_m.text = _( "What do you want to consume?" );
1493
1494 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1495 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1496 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1497 as_m.query();
1498
1499 switch( as_m.ret ) {
1500 case 0:
1502 break;
1503 case 1:
1505 break;
1506 case 2:
1508 break;
1509 default:
1510 break;
1511 }
1512}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4336 of file game.cpp.

4337{
4338 std::vector<npc *> travelling_npcs;
4339 static constexpr int move_search_radius = 600;
4340 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4341 if( !elem ) {
4342 continue;
4343 }
4344 npc *npc_to_add = elem.get();
4345 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4346 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4347 travelling_npcs.push_back( npc_to_add );
4348 }
4349 }
4350 for( auto &elem : travelling_npcs ) {
4351 if( elem->has_omt_destination() ) {
4352 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4353 //recalculate path, we got distracted doing something else probably
4354 elem->omt_path.clear();
4355 }
4356 if( elem->omt_path.empty() ) {
4357 const tripoint_abs_omt &from = elem->global_omt_location();
4358 const tripoint_abs_omt &to = elem->goal;
4359 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4361 if( elem->omt_path.empty() ) {
4362 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4363 elem->get_name(), from.to_string(), to.to_string() );
4364 elem->goal = npc::no_goal_point;
4365 elem->mission = NPC_MISSION_NULL;
4366 }
4367 } else {
4368 if( elem->omt_path.back() == elem->global_omt_location() ) {
4369 elem->omt_path.pop_back();
4370 }
4371 // TODO: fix point types
4372 elem->travel_overmap(
4373 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4374 }
4375 reload_npcs();
4376 }
4377 }
4378 return;
4379}
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:970
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1338
bool is_active() const
Definition: npc.cpp:2195
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5732 of file game.cpp.

5733{
5734 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5735 if( !p ) {
5736 return;
5737 }
5738
5739 if( p->z != 0 ) {
5740 const tripoint old_pos = u.pos();
5741 vertical_move( p->z, false, true );
5742
5743 if( old_pos != u.pos() ) {
5744 look_around();
5745 vertical_move( p->z * -1, false, true );
5746 }
5747 return;
5748 }
5749
5750 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5751 return;
5752 }
5753
5754 peek( u.pos() + *p );
5755}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:977

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5757 of file game.cpp.

5758{
5759 u.moves -= 200;
5760 tripoint prev = u.pos();
5761 u.setpos( p );
5762 tripoint center = p;
5763 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5764 true );
5765 u.setpos( prev );
5766
5767 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5768 item_location loc;
5769 avatar_action::plthrow( u, loc, p );
5770 }
5772}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11136 of file game.cpp.

11137{
11138 if( !calendar::once_every( 1_hours ) ) {
11139 return;
11140 }
11141 // Create a new NPC?
11142 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11143 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11144 return;
11145 }
11146
11147 float density = get_option<float>( "NPC_DENSITY" );
11148 static constexpr int density_search_radius = 60;
11149 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11150 if( npc_num > 0.0 ) {
11151 // 100%, 80%, 64%, 52%, 41%, 33%...
11152 density *= std::pow( 0.8f, npc_num );
11153 }
11154
11155 if( !x_in_y( density, 100 ) ) {
11156 return;
11157 }
11158 bool spawn_allowed = false;
11160 int counter = 0;
11161 while( !spawn_allowed ) {
11162 if( counter >= 10 ) {
11163 return;
11164 }
11165 static constexpr int radius_spawn_range = 120;
11166 const tripoint_abs_omt u_omt = u.global_omt_location();
11167 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11168 rng( -radius_spawn_range, radius_spawn_range ) );
11169 spawn_point.z() = 0;
11170 const oter_id oter = overmap_buffer.ter( spawn_point );
11171 // shouldn't spawn on lakes or rivers.
11172 if( !is_river_or_lake( oter ) ) {
11173 spawn_allowed = true;
11174 }
11175 counter += 1;
11176 }
11177 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11178 tmp->normalize();
11179 tmp->randomize();
11180 std::string new_fac_id = "solo_";
11181 new_fac_id += tmp->name;
11182 // create a new "lone wolf" faction for this one NPC
11183 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11184 faction_id( "no_faction" ) );
11185 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11186 // adds the npc to the correct overmap.
11187 // Only spawn random NPCs on z-level 0
11188 // TODO: fix point types
11189 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11190 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11192 tmp->form_opinion( u );
11193 tmp->mission = NPC_MISSION_NULL;
11194 tmp->long_term_goal_action();
11195 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11196 tmp->getID() ) );
11197 // This will make the new NPC active- if its nearby to the player
11198 load_npcs();
11199}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9537 of file game.cpp.

9538{
9539 if( dest_loc.z != u.posz() && !via_ramp ) {
9540 // No vertical phasing yet
9541 return false;
9542 }
9543
9544 //probability travel through walls but not water
9545 tripoint dest = dest_loc;
9546 // tile is impassable
9547 int tunneldist = 0;
9548 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9549 while( m.impassable( dest ) ||
9550 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9551 //add 1 to tunnel distance for each impassable tile in the line
9552 tunneldist += 1;
9553 //Being dimensionally anchored prevents quantum shenanigans.
9554 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9556 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9557 return false;
9558 }
9559
9560 if( tunneldist > 24 ) {
9561 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9562 return false;
9563 }
9564
9565 dest.x += d.x;
9566 dest.y += d.y;
9567 }
9568
9569 if( tunneldist != 0 ) {
9570 if( ( tunneldist - 1 ) * 100_kJ
9571 > //The first 100 was already taken up by the bionic's activation cost.
9572 u.get_power_level() ) { //oops, not enough energy! Tunneling costs 100 bionic power per impassable tile
9573 if( tunneldist * 100_kJ >
9575 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9576 } else {
9577 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %i bionic power to travel that thickness of material." ),
9578 ( 100 * tunneldist ) );
9579 }
9580 return false;
9581 }
9582
9583 if( u.in_vehicle ) {
9584 m.unboard_vehicle( u.pos() );
9585 }
9586
9587 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9588 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9589 u.mod_power_level( -( ( tunneldist - 1 ) * 100_kJ ) );
9590 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9591 u.moves -= ( 50 + ( tunneldist * 50 ) );
9592 u.setpos( dest );
9593
9594 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9595 m.board_vehicle( u.pos(), &u );
9596 }
9597
9598 u.grab( OBJECT_NONE );
9600 m.creature_on_trap( u );
9601 return true;
9602 }
9603
9604 return false;
9605}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3270
units::energy get_max_power_level() const
Definition: character.cpp:1972
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1201
void on_move_effects()
Definition: game.cpp:9805
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1049
constexpr int sgn(const T x)
Definition: enums.h:8

References _, add_msg(), player::add_msg_if_player(), map::board_vehicle(), map::creature_on_trap(), critter_at(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5703 of file game.cpp.

5704{
5705 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5706 _( "There is nothing to pick up nearby." ),
5707 ACTION_PICKUP, false );
5708 if( !examp_ ) {
5709 return;
5710 }
5711 pickup( *examp_ );
5712}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5714 of file game.cpp.

5715{
5716 // Highlight target
5717 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5718 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5719 } );
5720 add_draw_callback( hilite_cb );
5721
5722 pickup::pick_up( p, 0 );
5723}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5725 of file game.cpp.

5726{
5727 pickup::pick_up( u.pos(), 1 );
5728}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4783 of file game.cpp.

4784{
4785 // TODO: change this into an assert, it must never happen.
4786 if( id.is_null() ) {
4787 return nullptr;
4788 }
4789 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4790}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4783

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4792 of file game.cpp.

4796{
4798 if( forced || can_place_monster( *mon, center ) ) {
4799 where = center;
4800 }
4801
4802 // This loop ensures the monster is placed as close to the center as possible,
4803 // but all places that equally far from the center have the same probability.
4804 for( int r = 1; r <= radius && !where; ++r ) {
4806 }
4807
4808 if( !where ) {
4809 return nullptr;
4810 }
4811 mon->spawn( *where );
4812 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4813}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4765
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4749

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4773 of file game.cpp.

4774{
4775 return place_critter_around( id, p, 0 );
4776}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4778 of file game.cpp.

4779{
4780 return place_critter_around( mon, p, 0 );
4781}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4815 of file game.cpp.

4816{
4817 // TODO: change this into an assert, it must never happen.
4818 if( id.is_null() ) {
4819 return nullptr;
4820 }
4821 return place_critter_within( make_shared_fast<monster>( id ), range );
4822}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4815

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4824 of file game.cpp.

4826{
4827 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4828 if( !where ) {
4829 return nullptr;
4830 }
4831 mon->spawn( *where );
4832 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4833}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9175 of file game.cpp.

9176{
9177 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9178 if( const cata::optional<std::string> label = vp1.get_label() ) {
9179 add_msg( m_info, _( "Label here: %s" ), *label );
9180 }
9181 std::string signage = m.get_signage( dest_loc );
9182 if( !signage.empty() ) {
9183 if( !u.has_trait( trait_ILLITERATE ) ) {
9184 add_msg( m_info, _( "The sign says: %s" ), signage );
9185 } else {
9186 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9187 }
9188 }
9189 if( m.has_graffiti_at( dest_loc ) ) {
9190 if( !u.has_trait( trait_ILLITERATE ) ) {
9191 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9192 } else {
9193 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9194 }
9195 }
9196 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9197 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9198 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9199 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9200 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9201 dest_loc ) );
9202 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9203 }
9204 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9205 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9206 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9207 dest_loc ) );
9208 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9209 }
9210 }
9211 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9212 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9213 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9214 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9215 if( u.is_mounted() ) {
9216 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9217 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9218 } else {
9219 const bodypart_id bp = u.get_random_body_part();
9220 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9221 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9222 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9223 body_part_name_accusative( bp->token ),
9224 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9225 dest_loc ) );
9226 }
9227 }
9228 }
9229 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9230 u.add_effect( effect_bouldering, 1_turns, num_bp );
9231 } else if( u.has_effect( effect_bouldering ) ) {
9233 }
9234 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9235 u.add_effect( effect_no_sight, 1_turns, num_bp );
9236 } else if( u.has_effect( effect_no_sight ) ) {
9238 }
9239
9240 // If we moved out of the nonant, we need update our map data
9241 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9242 add_msg( _( "The water puts out the flames!" ) );
9244 if( u.is_mounted() ) {
9245 monster *mon = u.mounted_creature.get();
9246 if( mon->has_effect( effect_onfire ) ) {
9248 }
9249 }
9250 }
9251
9252 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9253 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9254 // Immobile monsters can't be displaced.
9255 monster &critter = *mon_ptr;
9256 // TODO: handling for ridden creatures other than players mount.
9257 if( !critter.has_effect( effect_ridden ) ) {
9258 if( u.is_mounted() ) {
9259 std::vector<tripoint> valid;
9260 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9261 if( is_empty( jk ) ) {
9262 valid.push_back( jk );
9263 }
9264 }
9265 if( !valid.empty() ) {
9266 critter.move_to( random_entry( valid ) );
9267 add_msg( _( "You push the %s out of the way." ), critter.name() );
9268 } else {
9269 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9270 return u.pos().xy();
9271 }
9272 } else {
9273 critter.move_to( u.pos(), false,
9274 true ); // Force the movement even though the player is there right now.
9275 add_msg( _( "You displace the %s." ), critter.name() );
9276 }
9277 } else if( !u.has_effect( effect_riding ) ) {
9278 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9279 return u.pos().xy();
9280 }
9281 }
9282
9283 // If the player is in a vehicle, unboard them from the current part
9284 if( u.in_vehicle ) {
9285 m.unboard_vehicle( u.pos() );
9286 }
9287 // Move the player
9288 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9289 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9290 vertical_shift( dest_loc.z );
9291 }
9292
9293 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9294 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9295 vp1 ) ) {
9296 u.stop_hauling();
9297 }
9298 u.setpos( dest_loc );
9299 if( u.is_mounted() ) {
9300 monster *mon = u.mounted_creature.get();
9301 mon->setpos( dest_loc );
9302 mon->process_triggers();
9303 m.creature_in_field( *mon );
9304 }
9305 point submap_shift = update_map( u );
9306 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9307 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9308 // If you must use it you can calculate the position in the new, shifted system with
9309 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9310
9311 //Auto pulp or butcher and Auto foraging
9312 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9314
9315 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9316 if( forage_type != "off" ) {
9317 const auto forage = [&]( const tripoint & pos ) {
9318 const auto &xter_t = m.ter( pos ).obj().examine;
9319 const auto &xfurn_t = m.furn( pos ).obj().examine;
9320 const bool forage_everything = forage_type == "both";
9321 const bool forage_bushes = forage_everything || forage_type == "bushes";
9322 const bool forage_trees = forage_everything || forage_type == "trees";
9323 if( xter_t == &iexamine::none ) {
9324 return;
9325 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9326 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9327 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9328 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9329 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9330 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9331 ) {
9332 xter_t( u, pos );
9333 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9334 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9335 ) {
9336 xfurn_t( u, pos );
9337 }
9338 };
9339
9340 for( auto &elem : adjacentDir ) {
9341 forage( u.pos() + direction_XY( elem ) );
9342 }
9343 }
9344
9345 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9346 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9347 std::vector<item *> corpses;
9348
9349 for( item &it : m.i_at( u.pos() ) ) {
9350 corpses.push_back( &it );
9351 }
9352
9353 if( !corpses.empty() ) {
9354 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9355 for( item *it : corpses ) {
9356 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9357 }
9358 }
9359 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9360 const auto pulp = [&]( const tripoint & pos ) {
9361 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9362 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9363 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9365 u.activity.placement = m.getabs( pos );
9366 u.activity.auto_resume = true;
9367 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9368 return;
9369 }
9370 }
9371 };
9372
9373 if( pulp_butcher == "pulp_adjacent" ) {
9374 for( auto &elem : adjacentDir ) {
9375 pulp( u.pos() + direction_XY( elem ) );
9376 }
9377 } else {
9378 pulp( u.pos() );
9379 }
9380 }
9381 }
9382
9383 //Autopickup
9384 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9385 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9386 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9387 pickup::pick_up( u.pos(), -1 );
9388 }
9389
9390 // If the new tile is a boardable part, board it
9391 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9392 m.board_vehicle( u.pos(), &u );
9393 }
9394
9395 // Traps!
9396 // Try to detect.
9398 if( u.is_mounted() ) {
9400 } else {
9401 m.creature_on_trap( u );
9402 }
9403 // Drench the player if swimmable
9404 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9405 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9406 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9407 }
9408
9409 // List items here
9410 if( !m.has_flag( "SEALED", u.pos() ) ) {
9411 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9412 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9413 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9414 add_msg( _( "There's something here, but you can't see what it is." ) );
9415 } else if( m.has_items( u.pos() ) ) {
9416 std::vector<std::string> names;
9417 std::vector<size_t> counts;
9418 std::vector<item> items;
9419 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9420
9421 std::string next_tname = tmpitem.tname();
9422 std::string next_dname = tmpitem.display_name();
9423 bool by_charges = tmpitem.count_by_charges();
9424 bool got_it = false;
9425 for( size_t i = 0; i < names.size(); ++i ) {
9426 if( by_charges && next_tname == names[i] ) {
9427 counts[i] += tmpitem.charges;
9428 got_it = true;
9429 break;
9430 } else if( next_dname == names[i] ) {
9431 counts[i] += 1;
9432 got_it = true;
9433 break;
9434 }
9435 }
9436 if( !got_it ) {
9437 if( by_charges ) {
9438 names.push_back( tmpitem.tname( tmpitem.charges ) );
9439 counts.push_back( tmpitem.charges );
9440 } else {
9441 names.push_back( tmpitem.display_name( 1 ) );
9442 counts.push_back( 1 );
9443 }
9444 items.push_back( tmpitem );
9445 }
9446 if( names.size() > 10 ) {
9447 break;
9448 }
9449 }
9450 for( size_t i = 0; i < names.size(); ++i ) {
9451 if( !items[i].count_by_charges() ) {
9452 names[i] = items[i].display_name( counts[i] );
9453 } else {
9454 names[i] = items[i].tname( counts[i] );
9455 }
9456 }
9457 int and_the_rest = 0;
9458 for( size_t i = 0; i < names.size(); ++i ) {
9459 //~ number of items: "<number> <item>"
9460 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9461 names[i] = string_format( fmt, counts[i], names[i] );
9462 // Skip the first two.
9463 if( i > 1 ) {
9464 and_the_rest += counts[i];
9465 }
9466 }
9467 if( names.size() == 1 ) {
9468 add_msg( _( "You see here %s." ), names[0] );
9469 } else if( names.size() == 2 ) {
9470 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9471 } else if( names.size() == 3 ) {
9472 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9473 } else if( and_the_rest < 7 ) {
9474 add_msg( vgettext( "You see here %s, %s and %d more item.",
9475 "You see here %s, %s and %d more items.",
9476 and_the_rest ),
9477 names[0], names[1], and_the_rest );
9478 } else {
9479 add_msg( _( "You see here %s and many more items." ), names[0] );
9480 }
9481 }
9482 }
9483 }
9484
9485 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9486 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9487 add_msg( _( "There are vehicle controls here." ) );
9488 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9489 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9490 }
9491 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9492 u.is_mounted() ) {
9493 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9494 }
9495 return submap_shift;
9496}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1752
bool is_hauling() const
Definition: character.cpp:9184
void stop_hauling()
Definition: character.cpp:9175
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1620
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10659
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6113
std::string furnname(const tripoint &p)
Definition: map.cpp:1469
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2322
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7831
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4758
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7820
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2312
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2298
void setpos(const tripoint &p) override
Definition: monster.cpp:238
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1517
void process_triggers()
Definition: monster.cpp:1212
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
void search_surroundings()
Search surrounding squares for traps (and maybe other things in the future).
Definition: player.cpp:701
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3658
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3623
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2095
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2074
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2083
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2065
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3637
string_id< zone_type > zone_type_id
Definition: type_id.h:199

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), player::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9498 of file game.cpp.

9499{
9500 // if player is teleporting around, they don't bring their horse with them
9501 if( u.is_mounted() ) {
9503 u.mounted_creature->remove_effect( effect_ridden );
9504 u.mounted_creature = nullptr;
9505 }
9506 // offload the active npcs.
9507 unload_npcs();
9508 for( monster &critter : all_monsters() ) {
9509 despawn_monster( critter );
9510 }
9511 if( u.in_vehicle ) {
9512 m.unboard_vehicle( u.pos() );
9513 }
9514
9516 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9517 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9518 for( int z = minz; z <= maxz; z++ ) {
9519 m.clear_vehicle_list( z );
9520 }
9522 // offset because load_map expects the coordinates of the top left corner, but the
9523 // player will be centered in the middle of the map.
9524 // TODO: fix point types
9525 const tripoint map_sm_pos(
9526 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9527 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9528 load_map( map_sm_pos );
9529 load_npcs();
9530 m.spawn_monsters( true ); // Static monsters
9532 // update weather now as it could be different on the new location
9534 place_player( player_pos );
9535}
point place_player(const tripoint &dest)
Definition: game.cpp:9175
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:964
void update_overmap_seen()
Definition: game.cpp:10837
level_cache & access_cache(int zlev)
Definition: map.cpp:8703
void clear_vehicle_list(int zlev)
Definition: map.cpp:331
void clear_vehicle_cache()
Definition: map.cpp:313
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:356

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 860 of file game.cpp.

863{
864 std::vector<std::string> search_types = omt_search_types;
865 if( search_types.empty() ) {
866 vehicle veh( id );
867 if( veh.can_float() ) {
868 search_types.push_back( "river" );
869 search_types.push_back( "lake" );
870 } else {
871 search_types.push_back( "field" );
872 search_types.push_back( "road" );
873 }
874 }
875 for( const std::string &search_type : search_types ) {
876 omt_find_params find_params;
877 find_params.must_see = false;
878 find_params.cant_see = false;
879 find_params.types.emplace_back( search_type, ot_match_type::type );
880 // find nearest road
881 find_params.min_distance = min_distance;
882 find_params.search_range = max_distance;
883 // if player spawns underground, park their car on the surface.
884 const tripoint_abs_omt omt_origin( origin, 0 );
885 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
886 // try place vehicle there.
887 tinymap target_map;
888 target_map.load( project_to<coords::sm>( goal ), false );
889 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
890 static constexpr std::array<units::angle, 4> angles = {{
891 0_degrees, 90_degrees, 180_degrees, 270_degrees
892 }
893 };
894 vehicle *veh = target_map.add_vehicle(
895 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
896 if( veh ) {
897 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
898 veh->sm_pos = ms_to_sm_remain( abs_local );
899 veh->pos = abs_local.xy();
901 veh->tracking_on = true;
902 target_map.save();
903 return veh;
904 }
905 }
906 }
907 return nullptr;
908}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6592
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5604
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2095
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1916
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1901
bool tracking_on
Definition: vehicle.h:1991
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6655 of file game.cpp.

6658{
6659 // get global area info according to look_around caret position
6660 // TODO: fix point types
6662 lp ) ) ) );
6663 // we only need the area name and then pass it to print_all_tile_info() function below
6664 const std::string area_name = cur_ter_m->get_name();
6665 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6666}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5835
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5835 of file game.cpp.

5840{
5841 visibility_type visibility = VIS_HIDDEN;
5842 const bool inbounds = m.inbounds( lp );
5843 if( inbounds ) {
5844 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5845 }
5846 const Creature *creature = critter_at( lp, true );
5847 switch( visibility ) {
5848 case VIS_CLEAR: {
5849 const optional_vpart_position vp = m.veh_at( lp );
5850 print_terrain_info( lp, w_look, area_name, column, line );
5851 print_fields_info( lp, w_look, column, line );
5852 print_trap_info( lp, w_look, column, line );
5853 print_creature_info( creature, w_look, column, line, last_line );
5854 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5855 last_line );
5856 print_items_info( lp, w_look, column, line, last_line );
5857 print_graffiti_info( lp, w_look, column, line, last_line );
5858 }
5859 break;
5860 case VIS_BOOMER:
5861 case VIS_BOOMER_DARK:
5862 case VIS_DARK:
5863 case VIS_LIT:
5864 case VIS_HIDDEN:
5865 print_visibility_info( w_look, column, line, visibility );
5866
5867 if( creature != nullptr ) {
5868 std::vector<std::string> buf;
5869 if( u.sees_with_infrared( *creature ) ) {
5870 creature->describe_infrared( buf );
5871 } else if( u.sees_with_specials( *creature ) ) {
5872 creature->describe_specials( buf );
5873 }
5874 for( const std::string &s : buf ) {
5875 mvwprintw( w_look, point( 1, ++line ), s );
5876 }
5877 }
5878 break;
5879 }
5880 if( !inbounds ) {
5881 return;
5882 }
5883 auto this_sound = sounds::sound_at( lp );
5884 if( !this_sound.empty() ) {
5885 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5886 } else {
5887 // Check other z-levels
5888 tripoint tmp = lp;
5889 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5890 if( tmp.z == lp.z ) {
5891 continue;
5892 }
5893
5894 auto zlev_sound = sounds::sound_at( tmp );
5895 if( !zlev_sound.empty() ) {
5896 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5897 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5898 }
5899 }
5900 }
5901}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6425
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6005
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5932
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6097
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6042
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6051
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6060
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5903
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6023
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6459
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6042 of file game.cpp.

6044{
6045 int vLines = last_line - line;
6046 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
6047 line = creature->print_info( w_look, ++line, vLines, column );
6048 }
6049}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6005 of file game.cpp.

6007{
6008 const field &tmpfield = m.field_at( lp );
6009 for( auto &fld : tmpfield ) {
6010 const field_entry &cur = fld.second;
6011 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
6012 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
6013 const int max_width = getmaxx( w_look ) - column - 2;
6014 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
6015 get_fire_fuel_string( lp ) ) - 1;
6016 line += lines;
6017 } else {
6018 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
6019 }
6020 }
6021}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_pit
Definition: mapdata.cpp:625

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6097 of file game.cpp.

6100{
6101 if( line > last_line ) {
6102 return;
6103 }
6104
6105 const int max_width = getmaxx( w_look ) - column - 2;
6106 if( m.has_graffiti_at( lp ) ) {
6107 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6108 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6109 m.graffiti_at( lp ) );
6110 }
6111}
ter_id t_grave_new
Definition: mapdata.cpp:625

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6060 of file game.cpp.

6063{
6064 if( !m.sees_some_items( lp, u ) ) {
6065 return;
6066 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
6067 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
6068 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
6069 mvwprintz( w_look, point( column, ++line ), c_yellow,
6070 _( "There's something there, but you can't see what it is." ) );
6071 return;
6072 } else {
6073 std::map<std::string, int> item_names;
6074 for( auto &item : m.i_at( lp ) ) {
6075 ++item_names[item.tname()];
6076 }
6077
6078 const int max_width = getmaxx( w_look ) - column - 1;
6079 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
6080 // last line but not last item
6081 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
6082 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
6083 break;
6084 }
6085
6086 if( it->second > 1 ) {
6087 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6088 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6089 it->first.c_str(), it->second );
6090 } else {
6091 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6092 }
6093 }
6094 }
6095}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4734
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5932 of file game.cpp.

5935{
5936 const int max_width = getmaxx( w_look ) - column - 1;
5937 int lines;
5938
5939 const auto fmt_tile_info = []( const tripoint & lp ) {
5940 map &here = get_map();
5941 std::string ret;
5942 if( debug_mode ) {
5943 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
5944 if( here.has_furn( lp ) ) {
5945 ret += "; " + here.furn( lp )->id.str();
5946 }
5947 } else {
5948 ret = here.tername( lp );
5949 if( here.has_furn( lp ) ) {
5950 ret += "; " + here.furnname( lp );
5951 }
5952 }
5953 return ret;
5954 };
5955
5956 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5957
5958 if( m.impassable( lp ) ) {
5959 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5960 _( "%s; Impassable" ),
5961 tile );
5962 } else {
5963 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5964 _( "%s; Movement cost %d" ),
5965 tile, m.move_cost( lp ) * 50 );
5966
5967 const auto ll = get_light_level( std::max( 1.0,
5968 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5969 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5970 wprintz( w_look, ll.second, ll.first );
5971 }
5972
5973 std::string signage = m.get_signage( lp );
5974 if( !signage.empty() ) {
5975 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5976 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5977 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5978 }
5979
5980 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5981 // Print info about stuff below
5982 tripoint below( lp.xy(), lp.z - 1 );
5983 std::string tile_below = fmt_tile_info( below );
5984
5985 if( !m.has_floor_or_support( lp ) ) {
5986 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5987 _( "Below: %s; No support" ),
5988 tile_below );
5989 } else {
5990 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5991 _( "Below: %s; Walkable" ),
5992 tile_below );
5993 }
5994 }
5995
5996 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5997 m.features( lp ) );
5998 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5999 m.coverage( lp ) );
6000 if( line < lines ) {
6001 line = lines + map_features - 1;
6002 }
6003}
Manage and cache data about a part of the map.
Definition: map.h:389
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2039
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:617
std::string features(const tripoint &p)
Definition: map.cpp:1714
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6242
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:496
ter_str_id id
Definition: mapdata.h:461

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6023 of file game.cpp.

6025{
6026 const trap &tr = m.tr_at( lp );
6027 if( tr.can_see( lp, u ) ) {
6028 partial_con *pc = m.partial_con_at( lp );
6029 std::string tr_name;
6030 if( pc && tr.loadid == tr_unfinished_construction ) {
6031 const construction &built = pc->id.obj();
6032 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
6033 pc->counter / 100000 );
6034 } else {
6035 tr_name = tr.name();
6036 }
6037
6038 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
6039 }
6040}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5139
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6051 of file game.cpp.

6053{
6054 if( veh ) {
6055 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
6056 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
6057 }
6058}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5903 of file game.cpp.

5905{
5906 const char *visibility_message = nullptr;
5907 switch( visibility ) {
5908 case VIS_CLEAR:
5909 visibility_message = _( "Clearly visible." );
5910 break;
5911 case VIS_BOOMER:
5912 visibility_message = _( "A bright pink blur." );
5913 break;
5914 case VIS_BOOMER_DARK:
5915 visibility_message = _( "A pink blur." );
5916 break;
5917 case VIS_DARK:
5918 visibility_message = _( "Darkness." );
5919 break;
5920 case VIS_LIT:
5921 visibility_message = _( "Bright light." );
5922 break;
5923 case VIS_HIDDEN:
5924 visibility_message = _( "Unseen." );
5925 break;
5926 }
5927
5928 mvwprintw( w_look, point( line, column ), visibility_message );
5929 line += 2;
5930}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1755 of file game.cpp.

1756{
1757 if( !u.activity ) {
1758 return;
1759 }
1760
1761 while( u.moves > 0 && u.activity ) {
1762 u.activity.do_turn( u );
1763 }
1764}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11410 of file game.cpp.

11411{
11412 const bool worn = p.is_worn( it );
11413 const bool wielded = ( &it == &p.weapon );
11414 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11415 if( worn ) {
11416 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11417 effects.insert( effects.end(), ew.begin(), ew.end() );
11418 }
11419 if( wielded ) {
11420 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11421 effects.insert( effects.end(), ew.begin(), ew.end() );
11422 }
11423
11424 if( it.is_tool() ) {
11425 // Recharge it if necessary
11426 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11427 //Before incrementing charge, check that any extra requirements are met
11428 if( check_art_charge_req( it ) ) {
11429 switch( it.type->artifact->charge_type ) {
11430 case ARTC_NULL:
11431 case NUM_ARTCS:
11432 break; // dummy entries
11433 case ARTC_TIME:
11434 // Once per hour
11435 if( calendar::once_every( 1_hours ) ) {
11436 it.charges++;
11437 }
11438 break;
11439 case ARTC_SOLAR:
11440 if( calendar::once_every( 10_minutes ) &&
11441 is_in_sunlight( p.pos() ) ) {
11442 it.charges++;
11443 }
11444 break;
11445 // Artifacts can inflict pain even on Deadened folks.
11446 // Some weird Lovecraftian thing. ;P
11447 // (So DON'T route them through mod_pain!)
11448 case ARTC_PAIN:
11449 if( calendar::once_every( 1_minutes ) ) {
11450 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11451 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11452 it.charges++;
11453 }
11454 break;
11455 case ARTC_HP:
11456 if( calendar::once_every( 1_minutes ) ) {
11457 add_msg( m_bad, _( "You feel your body decaying." ) );
11458 p.hurtall( 1, nullptr );
11459 it.charges++;
11460 }
11461 break;
11462 case ARTC_FATIGUE:
11463 if( calendar::once_every( 1_minutes ) ) {
11464 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11465 u.mod_fatigue( 3 * rng( 1, 3 ) );
11466 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11467 it.charges++;
11468 }
11469 break;
11470 // Portals are energetic enough to charge the item.
11471 // Tears in reality are consumed too, but can't charge it.
11472 case ARTC_PORTAL:
11473 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11474 m.remove_field( dest, fd_fatigue );
11475 if( m.tr_at( dest ).loadid == tr_portal ) {
11476 add_msg( m_good, _( "The portal collapses!" ) );
11477 m.remove_trap( dest );
11478 it.charges++;
11479 break;
11480 }
11481 }
11482 break;
11483 }
11484 }
11485 }
11486 }
11487
11488 for( const art_effect_passive &i : effects ) {
11489 switch( i ) {
11490 case AEP_STR_UP:
11491 p.mod_str_bonus( +4 );
11492 break;
11493 case AEP_DEX_UP:
11494 p.mod_dex_bonus( +4 );
11495 break;
11496 case AEP_PER_UP:
11497 p.mod_per_bonus( +4 );
11498 break;
11499 case AEP_INT_UP:
11500 p.mod_int_bonus( +4 );
11501 break;
11502 case AEP_ALL_UP:
11503 p.mod_str_bonus( +2 );
11504 p.mod_dex_bonus( +2 );
11505 p.mod_per_bonus( +2 );
11506 p.mod_int_bonus( +2 );
11507 break;
11508 case AEP_SPEED_UP:
11509 // Handled in player::current_speed()
11510 break;
11511
11512 case AEP_PBLUE:
11513 if( p.get_rad() > 0 ) {
11514 p.mod_rad( -1 );
11515 }
11516 break;
11517
11518 case AEP_SMOKE:
11519 if( one_in( 10 ) ) {
11520 tripoint pt( p.posx() + rng( -1, 1 ),
11521 p.posy() + rng( -1, 1 ),
11522 p.posz() );
11523 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11524 }
11525 break;
11526
11527 case AEP_SNAKES:
11528 break; // Handled in player::hit()
11529
11530 case AEP_EXTINGUISH:
11531 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11532 m.mod_field_age( dest, fd_fire, -1_turns );
11533 }
11534 break;
11535
11536 case AEP_FUN:
11537 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11538 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11539 break;
11540
11541 case AEP_HUNGER:
11542 if( one_in( 100 ) ) {
11543 p.mod_stored_kcal( -10 );
11544 }
11545 break;
11546
11547 case AEP_THIRST:
11548 if( one_in( 120 ) ) {
11549 p.mod_thirst( 1 );
11550 }
11551 break;
11552
11553 case AEP_EVIL:
11554 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11555 p.add_effect( effect_evil, 30_minutes );
11556 if( it.is_armor() ) {
11557 if( !worn ) {
11558 add_msg( _( "You have an urge to wear the %s." ),
11559 it.tname() );
11560 }
11561 } else if( !wielded ) {
11562 add_msg( _( "You have an urge to wield the %s." ),
11563 it.tname() );
11564 }
11565 }
11566 break;
11567
11568 case AEP_SCHIZO:
11569 break; // Handled in player::suffer()
11570
11571 case AEP_RADIOACTIVE:
11572 if( one_in( 4 ) ) {
11573 p.irradiate( 1.0f );
11574 }
11575 break;
11576
11577 case AEP_STR_DOWN:
11578 p.mod_str_bonus( -3 );
11579 break;
11580
11581 case AEP_DEX_DOWN:
11582 p.mod_dex_bonus( -3 );
11583 break;
11584
11585 case AEP_PER_DOWN:
11586 p.mod_per_bonus( -3 );
11587 break;
11588
11589 case AEP_INT_DOWN:
11590 p.mod_int_bonus( -3 );
11591 break;
11592
11593 case AEP_ALL_DOWN:
11594 p.mod_str_bonus( -2 );
11595 p.mod_dex_bonus( -2 );
11596 p.mod_per_bonus( -2 );
11597 p.mod_int_bonus( -2 );
11598 break;
11599
11600 case AEP_SPEED_DOWN:
11601 break; // Handled in player::current_speed()
11602
11603 default:
11604 //Suppress warnings
11605 break;
11606 }
11607 }
11608 // Recalculate, as it might have changed (by mod_*_bonus above)
11609 p.str_cur = p.get_str();
11610 p.int_cur = p.get_int();
11611 p.dex_cur = p.get_dex();
11612 p.per_cur = p.get_per();
11613}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4184
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4179
int str_cur
Definition: character.h:247
void mod_rad(int mod)
Definition: character.cpp:7186
virtual int get_dex() const
Definition: character.cpp:4068
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4299
bool is_worn(const item &thing) const
Definition: character.h:1082
virtual int get_int() const
Definition: character.cpp:4076
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4430
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4174
int int_cur
Definition: character.h:249
int get_rad() const
Definition: character.cpp:7176
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9091
virtual int get_per() const
Definition: character.cpp:4072
void mod_stamina(int mod)
Definition: character.cpp:7213
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8657
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1529
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4189
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1352
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4966
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7247
bool is_tool() const
Definition: item.cpp:6824
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7274
int charges
Definition: item.h:2195
bool is_armor() const
Definition: item.cpp:6575
const itype * type
Definition: item.h:2156
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5394
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5314
void remove_trap(const tripoint &p)
Definition: map.cpp:5259
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:866

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1716 of file game.cpp.

1717{
1718 if( u.has_effect( effect_sleep ) ) {
1719 // Can't interrupt
1720 return;
1721 }
1722
1723 bool has_activity = u.activity && u.activity.moves_left > 0;
1724 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1725
1726 if( !has_activity && !is_travelling ) {
1727 // Nohing to interrupt
1728 return;
1729 }
1730
1731 // Key poll may be quite expensive, so limit it to 10 times per second.
1732 static auto last_poll = std::chrono::steady_clock::now();
1733 auto now = std::chrono::steady_clock::now();
1734 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1735 ( now - last_poll ).count();
1736
1737 if( difference > 100 ) {
1739 last_poll = now;
1740 }
1741
1742 // If player is performing a task and a monster is dangerously close, warn them
1743 // regardless of previous safemode warnings
1744 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1746 Creature *hostile_critter = is_hostile_very_close();
1747 if( hostile_critter != nullptr ) {
1749 string_format( _( "The %s is dangerously close!" ),
1750 hostile_critter->get_name() ) );
1751 }
1752 }
1753}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9222
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:2070
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8787 of file game.cpp.

8788{
8789 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8790
8791 if( !harmful_stuff.empty() &&
8792 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8793 return false;
8794 }
8795 if( !harmful_stuff.empty() && u.is_mounted() &&
8796 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8797 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8798 u.mounted_creature->get_name() );
8799 return false;
8800 }
8801 return true;
8802}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11378 of file game.cpp.

11379{
11380 const WORLDPTR active_world = world_generator->active_world;
11381 if( active_world == nullptr ) {
11382 return;
11383 }
11384
11385 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11386 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11387 MAPBUFFER.reset();
11389 try {
11390 setup();
11391 } catch( const std::exception &err ) {
11392 debugmsg( "Error: %s", err.what() );
11393 }
11395 }
11396 } else {
11397 popup_getkey( _( "No saves for %s yet." ), u.name );
11398 }
11399}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2604
void setup()
Definition: game.cpp:572
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11356 of file game.cpp.

11357{
11358 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11359 if( !moves_since_last_save ) {
11360 return;
11361 }
11362 add_msg( m_info, _( "Saving game, this may take a while" ) );
11363
11365 popup.message( "%s", _( "Saving game, this may take a while" ) );
11368
11369 time_t now = time( nullptr ); //timestamp for start of saving procedure
11370
11371 //perform save
11372 save();
11373 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11375 last_save_timestamp = now;
11376}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), and save().

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 560 of file game.cpp.

561{
562 if( was_fullscreen ) {
563 if( !fullscreen ) {
565 }
566 }
567}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 973 of file game.cpp.

974{
975 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
976 // and not invoke "on_load" for those NPCs that avoided unloading this way.
977 unload_npcs();
978 load_npcs();
979}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( )

Definition at line 524 of file game.cpp.

525{
526#if defined(TILES)
527 // Disable UIs below to avoid accessing the tile context during loading.
529 try {
530 tilecontext->reinit();
531 std::vector<mod_id> dummy;
532 tilecontext->load_tileset(
533 get_option<std::string>( "TILES" ),
534 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
535 /*precheck=*/false,
536 /*force=*/true,
537 /*pump_events=*/true
538 );
539 tilecontext->do_tile_loading_report();
540 } catch( const std::exception &err ) {
541 popup( _( "Loading the tileset failed: %s" ), err.what() );
542 }
543 g->reset_zoom();
544 g->mark_main_ui_adaptor_resize();
545#endif // TILES
546}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2345 of file game.cpp.

2346{
2348 return remoteveh_cache;
2349 }
2351 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2352 if( remote_veh_string.str().empty() ||
2354 remoteveh_cache = nullptr;
2355 } else {
2356 tripoint vp;
2357 remote_veh_string >> vp.x >> vp.y >> vp.z;
2358 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2359 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2360 remoteveh_cache = veh;
2361 } else {
2362 remoteveh_cache = nullptr;
2363 }
2364 }
2365 return remoteveh_cache;
2366}
vehicle * remoteveh_cache
Definition: game.h:1070
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3359
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1979 of file game.cpp.

1980{
1981 follower_ids.erase( id );
1982 u.follower_ids.erase( id );
1983}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4845 of file game.cpp.

4846{
4847 critter_tracker->remove( critter );
4848}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10876 of file game.cpp.

10877{
10878 for( auto &elem : coming_to_stairs ) {
10879 elem.staircount = 0;
10880 const tripoint pnt( elem.pos().xy(), get_levz() );
10881 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10882 }
10883
10884 coming_to_stairs.clear();
10885}
std::vector< monster > coming_to_stairs
Definition: game.h:1008

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7252 of file game.cpp.

7253{
7254 const int width = getmaxx( window );
7255 for( int i = 1; i < TERMX; i++ ) {
7256 if( i < width ) {
7257 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7258 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7259 LINE_OXOX ); // -
7260 }
7261
7262 if( i < TERMY - height ) {
7263 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7264 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7265 }
7266 }
7267
7268 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7269 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7270
7271 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7272 LINE_XXXO ); // |-
7273 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7274 LINE_XOXX ); // -|
7275
7276 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7277 wprintz( window, c_white, _( "Items" ) );
7278
7279 std::string sSort;
7280 if( bRadiusSort ) {
7281 //~ Sort type: distance.
7282 sSort = _( "<s>ort: dist" );
7283 } else {
7284 //~ Sort type: category.
7285 sSort = _( "<s>ort: cat" );
7286 }
7287
7288 int letters = utf8_width( sSort );
7289
7290 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7291
7292 std::vector<std::string> tokens;
7293 if( !sFilter.empty() ) {
7294 tokens.emplace_back( _( "<R>eset" ) );
7295 }
7296
7297 tokens.emplace_back( _( "<E>xamine" ) );
7298 tokens.emplace_back( _( "<C>ompare" ) );
7299 tokens.emplace_back( _( "<F>ilter" ) );
7300 tokens.emplace_back( _( "<+/->Priority" ) );
7301
7302 int gaps = tokens.size() + 1;
7303 letters = 0;
7304 int n = tokens.size();
7305 for( int i = 0; i < n; i++ ) {
7306 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7307 }
7308
7309 int usedwidth = letters;
7310 const int gap_spaces = ( width - usedwidth ) / gaps;
7311 usedwidth += gap_spaces * gaps;
7312 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7313
7314 for( int i = 0; i < n; i++ ) {
7315 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7316 tokens[i] ) + gap_spaces;
7317 }
7318}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3706 of file game.cpp.

3707{
3708 for( float &lev : latest_lightlevels ) {
3709 lev = -std::numeric_limits<float>::max();
3710 }
3711}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2781 of file game.cpp.

2782{
2783 for( auto elem : follower_ids ) {
2784 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2785 if( !npc_to_get ) {
2786 continue;
2787 }
2788 npc *npc_to_add = npc_to_get.get();
2789 npc_to_add->chatbin.missions.clear();
2790 npc_to_add->chatbin.missions_assigned.clear();
2791 npc_to_add->mission = NPC_MISSION_NULL;
2792 npc_to_add->chatbin.mission_selected = nullptr;
2793 npc_to_add->set_attitude( NPCATT_NULL );
2794 npc_to_add->op_of_u.anger = 0;
2795 npc_to_add->op_of_u.fear = 0;
2796 npc_to_add->op_of_u.trust = 0;
2797 npc_to_add->op_of_u.value = 0;
2798 npc_to_add->op_of_u.owed = 0;
2799 npc_to_add->set_fac( faction_id( "no_faction" ) );
2801 npc_to_add->global_omt_location(),
2802 npc_to_add->getID() ) );
2803
2804 }
2805
2806}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
npc_chatbin chatbin
Definition: npc.h:1329
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2640
npc_opinion op_of_u
Definition: npc.h:1328
void set_fac(const faction_id &id)
Definition: npc.cpp:466
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7167 of file game.cpp.

7168{
7169#if defined(TILES)
7171 rescale_tileset( tileset_zoom );
7172#endif // TILES
7173}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4976 of file game.cpp.

4977{
4978 if( !it.is_corpse() ) {
4979 debugmsg( "Tried to revive a non-corpse." );
4980 return false;
4981 }
4982 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4983 ( it.get_mtype()->id );
4984 monster &critter = *newmon_ptr;
4985 critter.init_from_item( it );
4986 if( critter.get_hp() < 1 ) {
4987 // Failed reanimation due to corpse being too burned
4988 return false;
4989 }
4990 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4991 it.has_flag( "QUARTERED" ) ) {
4992 // Failed reanimation due to corpse being butchered
4993 return false;
4994 }
4995
4996 critter.no_extra_death_drops = true;
4997 critter.add_effect( effect_downed, 5_turns, num_bp );
4998 for( const item &component : it.components ) {
4999 critter.corpse_components.push_back( component );
5000 }
5001
5002 if( it.get_var( "zlave" ) == "zlave" ) {
5003 critter.add_effect( effect_pacified, 1_turns, num_bp );
5004 critter.add_effect( effect_pet, 1_turns, num_bp );
5005 }
5006
5007 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
5008 for( auto &ammo : critter.ammo ) {
5009 ammo.second = 0;
5010 }
5011 }
5012
5013 return place_critter_at( newmon_ptr, p );
5014}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4773
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1025
const mtype * get_mtype() const
Definition: item.cpp:6496
std::list< item > components
Definition: item.h:2158
bool has_flag(const std::string &flag) const
Definition: item.cpp:5213
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6491
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2919
bool no_extra_death_drops
Definition: monster.h:483
std::vector< item > corpse_components
Definition: monster.h:460
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2783
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2882 of file game.cpp.

2883{
2884 try {
2885 if( !save_player_data() ||
2887 !save_artifacts() ||
2888 !save_maps() ||
2889 !get_auto_pickup().save_character() ||
2891 !get_safemode().save_character() ||
2892 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2893 JsonOut jsout( fout );
2894 uistate.serialize( jsout );
2895 }, _( "uistate data" ) ) ) {
2896 return false;
2897 } else {
2898 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
2899 return true;
2900 }
2901 } catch( std::ios::failure &err ) {
2902 popup( _( "Failed to save game data" ) );
2903 return false;
2904 }
2905}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:580
bool save_player_data()
Definition: game.cpp:2836
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2817 of file game.cpp.

2818{
2819 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2820 return ::save_artifacts( artfilename );
2821}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 5016 of file game.cpp.

5017{
5018 int assist_bonus = installer.get_effect_int( effect_assisted );
5019
5020 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
5023 -1 );
5024
5025 int damage = cyborg->damage();
5026 int dmg_lvl = cyborg->damage_level( 4 );
5027 int difficulty = 12;
5028
5029 if( damage != 0 ) {
5030
5031 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
5032 dmg_lvl );
5033
5034 // Damage of the cyborg increases difficulty
5035 difficulty += dmg_lvl;
5036 }
5037
5038 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
5039 int success = chance_of_success - rng( 1, 100 );
5040
5041 if( !g->u.query_yn(
5042 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
5043 100 - static_cast<int>( chance_of_success ) ) ) {
5044 return;
5045 }
5046
5047 if( success > 0 ) {
5048 add_msg( m_good, _( "Successfully removed Personality override." ) );
5049 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
5050
5051 m.i_rem( couch_pos, cyborg );
5052
5053 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
5054 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5055 tmp->normalize();
5056 tmp->load_npc_template( npc_cyborg );
5057 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
5059 tmp->hurtall( dmg_lvl * 10, nullptr );
5060 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
5061 load_npcs();
5062
5063 } else {
5064 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
5065 adjusted_skill ) );
5066 const int fail_type = std::min( 5, failure_level );
5067 switch( fail_type ) {
5068 case 1:
5069 case 2:
5070 add_msg( m_info, _( "The removal fails." ) );
5071 add_msg( m_bad, _( "The body is damaged." ) );
5072 cyborg->set_damage( damage + 1000 );
5073 break;
5074 case 3:
5075 case 4:
5076 add_msg( m_info, _( "The removal fails badly." ) );
5077 add_msg( m_bad, _( "The body is badly damaged!" ) );
5078 cyborg->set_damage( damage + 2000 );
5079 break;
5080 case 5:
5081 add_msg( m_info, _( "The removal is a catastrophe." ) );
5082 add_msg( m_bad, _( "The body is destroyed!" ) );
5083 m.i_rem( couch_pos, cyborg );
5084 break;
5085 default:
5086 break;
5087 }
5088
5089 }
5090
5091}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1886
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1843
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:714
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
map_stack::iterator i_rem(const tripoint &p, map_stack::const_iterator it)
Definition: map.cpp:4090
static const skill_id skill_computer("computer")
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), map::i_rem(), overmapbuffer::insert_npc(), load_npcs(), m, m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2809 of file game.cpp.

2810{
2811 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2812 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2813 serialize_master( fout );
2814 }, _( "factions data" ) );
2815}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2823 of file game.cpp.

2824{
2825 try {
2826 m.save();
2827 overmap_buffer.save(); // can throw
2828 MAPBUFFER.save(); // can throw
2829 return true;
2830 } catch( const std::exception &err ) {
2831 popup( _( "Failed to save the maps: %s" ), err.what() );
2832 return false;
2833 }
2834}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2836 of file game.cpp.

2837{
2838 const std::string playerfile = get_player_base_save_path();
2839
2840 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2841 serialize( fout );
2842 }, _( "player data" ) );
2843 const bool saved_map_memory = u.save_map_memory();
2844 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2845 std::ostream & fout ) {
2846 fout << memorial().dump();
2847 }, _( "player memorial" ) );
2848#if defined(__ANDROID__)
2849 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2850 std::ostream & fout ) {
2851 save_shortcuts( fout );
2852 }, _( "quick shortcuts" ) );
2853#endif
2854
2855 return saved_data && saved_map_memory && saved_log
2856#if defined(__ANDROID__)
2857 && saved_shortcuts
2858#endif
2859 ;
2860}
bool save_map_memory()
Definition: avatar.cpp:129
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12093
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:1000
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1887 of file game.cpp.

1888{
1889 critter_died = true;
1890}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1704 of file game.cpp.

1705{
1706 // remove the previous driving offset,
1707 // store the new offset and apply the new offset.
1714}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1882 of file game.cpp.

1883{
1884 npcs_dirty = true;
1885}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8714 of file game.cpp.

8715{
8716 safe_mode = mode;
8718}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7175 of file game.cpp.

7176{
7177#if defined(TILES)
7178 if( tileset_zoom != level ) {
7179 tileset_zoom = level;
7180 rescale_tileset( tileset_zoom );
7181 }
7182#else
7183 static_cast<void>( level );
7184#endif // TILES
7185}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2368 of file game.cpp.

2369{
2371 remoteveh_cache = veh;
2372 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2374 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2375 veh = nullptr;
2376 }
2377
2378 if( veh == nullptr ) {
2379 u.remove_value( "remote_controlling_vehicle" );
2380 return;
2381 }
2382
2383 std::stringstream remote_veh_string;
2384 const tripoint vehpos = veh->global_pos3();
2385 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2386 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2387}
void remove_value(const std::string &key)
Definition: creature.cpp:1336

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 572 of file game.cpp.

573{
574 loading_ui ui( true );
575 {
578 popup.message( "%s", _( "Please wait while the world data loads…\nLoading core data" ) );
581
583 }
584
586
587 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
588 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
589 }
590
591 m = map( get_option<bool>( "ZLEVELS" ) );
592
594 next_mission_id = 1;
595 new_game = true;
596 uquit = QUIT_NO; // We haven't quit the game
597 bVMonsterLookFire = true;
598
599 // invalidate calendar caches in case we were previously playing
600 // a different world
601 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
602 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
603
606
607 turnssincelastmon = 0; //Auto safe mode init
608
611 coming_to_stairs.clear();
612 active_npc.clear();
613 faction_manager_ptr->clear();
618
619 SCT.vSCT.clear(); //Delete pending messages
620
621 stats().clear();
622 // reset kill counts
623 kill_tracker_ptr->clear();
625 // reset follower list
626 follower_ids.clear();
627 scent.reset();
628
630 remoteveh_cache = nullptr;
631
632 token_provider_ptr->clear();
633 // back to menu for save loading, new game etc
634}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4850
void load_world_modfiles(loading_ui &ui)
Loads core data and mods from the active world.
Definition: game.cpp:2716
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void reset_sounds()
Definition: sounds.cpp:565

References _, achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, kill_tracker_ptr, load_core_data(), load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), popup(), QUIT_NO, ui_manager::redraw(), refresh_display(), remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4703 of file game.cpp.

4704{
4705 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4706 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4707 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4708 }
4709 if( critter.is_monster() ) {
4710 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4711 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4712 return std::dynamic_pointer_cast<T>( mon_ptr );
4713 }
4714 }
4715 }
4716 if( critter.is_npc() ) {
4717 for( auto &cur_npc : active_npc ) {
4718 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4719 return std::dynamic_pointer_cast<T>( cur_npc );
4720 }
4721 }
4722 }
4723 return nullptr;
4724}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 12106 of file game.cpp.

12107{
12108 for( tripoint &p : destination_preview ) {
12109 p += delta;
12110 }
12111}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11111 of file game.cpp.

11112{
11113 // If either shift argument is non-zero, we're shifting.
11114 if( shift == tripoint_zero ) {
11115 return;
11116 }
11117 for( monster &critter : all_monsters() ) {
11118 if( shift.xy() != point_zero ) {
11119 critter.shift( shift.xy() );
11120 }
11121
11122 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11123 // We're inbounds, so don't despawn after all.
11124 // No need to shift Z-coordinates, they are absolute
11125 continue;
11126 }
11127 // Either a vertical shift or the critter is now outside of the reality bubble,
11128 // anyway: it must be saved and removed.
11129 despawn_monster( critter );
11130 }
11131 // The order in which zombies are shifted may cause zombies to briefly exist on
11132 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11133 critter_tracker->rebuild_cache();
11134}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12113 of file game.cpp.

12114{
12115 ///\EFFECT_DEX decreases chances of slipping while climbing
12116 int climb = u.dex_cur;
12117 if( u.has_trait( trait_BADKNEES ) ) {
12118 climb = climb / 2;
12119 }
12120 if( one_in( climb ) ) {
12121 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12122 if( climb <= 1 ) {
12123 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12124 }
12125 return true;
12126 }
12127 return false;
12128}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4861 of file game.cpp.

4862{
4863 if( one_in( 100 ) ) {
4864 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4865 tmp->normalize();
4866 tmp->randomize( NC_HALLU );
4867 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4868 if( !critter_at( p, true ) ) {
4870 load_npcs();
4871 return true;
4872 } else {
4873 return false;
4874 }
4875 }
4876
4878 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4879 phantasm->hallucination = true;
4880 phantasm->spawn( p );
4881
4882 //Don't attempt to place phantasms inside of other creatures
4883 if( !critter_at( phantasm->pos(), true ) ) {
4884 return critter_tracker->add( phantasm );
4885 } else {
4886 return false;
4887 }
4888}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2877 of file game.cpp.

2878{
2879 return *spell_events_ptr;
2880}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11675 of file game.cpp.

11676{
11677 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11678 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11679 scen->has_flag( "SUM_ADV_START" );
11680
11682 if( scen_season ) {
11683 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11685 get_option<int>( "INITIAL_TIME" );
11686 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11687 if( scen->has_flag( "SPR_START" ) ) {
11689 } else if( scen->has_flag( "SUM_START" ) ) {
11692 } else if( scen->has_flag( "AUT_START" ) ) {
11695 } else if( scen->has_flag( "WIN_START" ) ) {
11698 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11701 } else {
11702 debugmsg( "The Unicorn" );
11703 }
11704 } else {
11705 // No scenario, so use the starting date+time configured in world options
11706 int initial_days = get_option<int>( "INITIAL_DAY" );
11707 if( initial_days == -1 ) {
11708 // 0 - 363 for a 91 day season
11709 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11710 }
11712
11713 // Determine the season based off how long the seasons are set to be
11714 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11715 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11716 if( season_number == 0 ) {
11718 } else if( season_number == 1 ) {
11720 } else if( season_number == 2 ) {
11722 } else {
11724 }
11725
11727 + 1_hours * get_option<int>( "INITIAL_TIME" )
11728 + 1_days * get_option<int>( "SPAWN_DELAY" );
11729 }
11730
11732}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:1007
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 660 of file game.cpp.

661{
662 if( !gamemode ) {
663 gamemode = std::make_unique<special_game>();
664 }
665
666 seed = rng_bits();
667 new_game = true;
670 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
671 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
673
675
678 popup.message( "%s", _( "Please wait as we build your world" ) );
681
682 load_master();
683 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
684
688 do {
689 omtstart = start_loc.find_player_initial_location();
690 if( omtstart == overmap::invalid_tripoint ) {
691 if( query_yn(
692 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
695 } else {
696 return false;
697 }
698 }
699 } while( omtstart == overmap::invalid_tripoint );
700
701 start_loc.prepare_map( omtstart );
702
703 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
704 if( u.starting_vehicle &&
705 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
706 std::vector<std::string> {} ) ) {
707 debugmsg( "could not place starting vehicle" );
708 }
709
710 if( scen->has_map_extra() ) {
711 // Map extras can add monster spawn points and similar and should be done before the main
712 // map is loaded.
713 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
714 }
715
716 // TODO: fix point types
717 tripoint lev = project_to<coords::sm>( omtstart ).raw();
718 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
719 lev.x -= HALF_MAPSIZE;
720 lev.y -= HALF_MAPSIZE;
721 load_map( lev, /*pump_events=*/true );
722
725 // Do this after the map cache has been built!
726 start_loc.place_player( u );
727 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
730 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
732 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
733
734 u.moves = 0;
735 u.process_turn(); // process_turn adds the initial move points
739 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
741
742 //Reset character safe mode/pickup rules
747
748 //Put some NPCs in there!
749 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
750 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
751 !g->scen->has_flag( "LONE_START" ) ) ) {
753 }
754 //Load NPCs. Set nearby npcs to active.
755 load_npcs();
756 // Spawn the monsters
757 const bool spawn_near =
758 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
759 // Surrounded start ones
760 if( spawn_near ) {
761 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
762 }
763
764 m.spawn_monsters( !spawn_near ); // Static monsters
765
766 // Make sure that no monsters are near the player
767 // This can happen in lab starts
768 if( !spawn_near ) {
769 for( monster &critter : all_monsters() ) {
770 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
771 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
772 remove_zombie( critter );
773 }
774 }
775 }
776
777 //Create mutation_category_level
779 //Calculate mutation drench protection stats
782 if( scen->has_flag( "FIRE_START" ) ) {
783 start_loc.burn( omtstart, 3, 3 );
784 }
785 if( scen->has_flag( "INFECTED" ) ) {
787 }
788 if( scen->has_flag( "BAD_DAY" ) ) {
789 u.add_effect( effect_flu, 1000_minutes );
790 u.add_effect( effect_drunk, 270_minutes );
791 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
792 }
793 if( scen->has_flag( "HELI_CRASH" ) ) {
794 start_loc.handle_heli_crash( u );
795 bool success = false;
796 for( auto v : m.get_vehicles() ) {
797 std::string name = v.v->type.str();
798 std::string search = std::string( "helicopter" );
799 if( name.find( search ) != std::string::npos ) {
800 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
801 const tripoint pos = vp.pos();
802 u.setpos( pos );
803
804 // Delete the items that would have spawned here from a "corpse"
805 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
806 vehicle_stack here = v.v->get_items( sp );
807
808 for( auto iter = here.begin(); iter != here.end(); ) {
809 iter = here.erase( iter );
810 }
811 }
812
813 auto mons = critter_tracker->find( pos );
814 if( mons != nullptr ) {
815 critter_tracker->remove( *mons );
816 }
817
818 success = true;
819 break;
820 }
821 if( success ) {
822 v.v->name = "Bird Wreckage";
823 break;
824 }
825 }
826 }
827 }
828 if( scen->has_flag( "BORDERED" ) ) {
829 overmap &starting_om = get_cur_om();
830 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
831 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
833 }
834
835 }
836 for( auto &e : u.inv_dump() ) {
837 e->set_owner( g->u );
838 }
839 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
840 update_map( u );
841 // Profession pets
842 for( const mtype_id &elem : u.starting_pets ) {
843 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
844 mon->friendly = -1;
845 mon->add_effect( effect_pet, 1_turns, num_bp );
846 } else {
847 add_msg( m_debug, "cannot place starting pet, no space!" );
848 }
849 }
850 // Assign all of this scenario's missions to the player.
851 for( const mission_type_id &m : scen->missions() ) {
852 const auto mission = mission::reserve_new( m, character_id() );
853 mission->assign( u );
854 }
855
856 g->events().send<event_type::game_start>( u.getID() );
857 return true;
858}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2215
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7946
void set_stamina(int new_stamina)
Definition: character.cpp:7208
time_point next_climate_control_check
Definition: character.h:2214
int get_stamina_max() const
Definition: character.cpp:7199
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7923
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11675
void create_starting_npcs()
Definition: game.cpp:986
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11973
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:860
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6392
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2163
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:592
vproto_id starting_vehicle
Definition: player.h:604
std::vector< mtype_id > starting_pets
Definition: player.h:605
start_location_id start_location
Definition: player.h:593
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:134
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:105
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), player::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10474 of file game.cpp.

10475{
10476 // Find target items and quantities thereof for the new activity
10477 std::vector<item_location> target_items;
10478 std::vector<int> quantities;
10479
10480 map_stack items = m.i_at( pos );
10481 for( item &it : items ) {
10482 // Liquid cannot be picked up
10483 if( it.made_of( LIQUID ) ) {
10484 continue;
10485 }
10486 target_items.emplace_back( map_cursor( pos ), &it );
10487 // Quantity of 0 means move all
10488 quantities.push_back( 0 );
10489 }
10490
10491 if( target_items.empty() ) {
10492 // Nothing to haul
10493 return;
10494 }
10495
10496 // Whether the destination is inside a vehicle (not supported)
10497 const bool to_vehicle = false;
10498 // Destination relative to the player
10499 const tripoint relative_destination{};
10500
10502 target_items,
10503 quantities,
10504 to_vehicle,
10505 relative_destination
10506 ) ) );
10507}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2867 of file game.cpp.

2868{
2869 return *stats_tracker_ptr;
2870}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4890 of file game.cpp.

4891{
4892 if( &a == &b ) {
4893 // No need to do anything, but print a debugmsg anyway
4894 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4895 return true;
4896 }
4897 if( critter_at( a.pos() ) != &a ) {
4898 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4899 b.disp_name(), critter_at( a.pos() )->disp_name() );
4900 return false;
4901 }
4902 if( critter_at( b.pos() ) != &b ) {
4903 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4904 a.disp_name(), critter_at( b.pos() )->disp_name() );
4905 return false;
4906 }
4907 // Simplify by "sorting" the arguments
4908 // Only the first argument can be u
4909 // If swapping player/npc with a monster, monster is second
4910 bool a_first = a.is_player() ||
4911 ( a.is_npc() && !b.is_player() );
4912 Creature &first = a_first ? a : b;
4913 Creature &second = a_first ? b : a;
4914 // Possible options:
4915 // both first and second are monsters
4916 // second is a monster, first is a player or an npc
4917 // first is a player, second is an npc
4918 // both first and second are npcs
4919 if( first.is_monster() ) {
4920 monster *m1 = dynamic_cast< monster * >( &first );
4921 monster *m2 = dynamic_cast< monster * >( &second );
4922 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4923 debugmsg( "Couldn't swap two monsters" );
4924 return false;
4925 }
4926
4927 critter_tracker->swap_positions( *m1, *m2 );
4928 return true;
4929 }
4930
4931 player *u_or_npc = dynamic_cast< player * >( &first );
4932 player *other_npc = dynamic_cast< player * >( &second );
4933
4934 if( u_or_npc->in_vehicle ) {
4935 m.unboard_vehicle( u_or_npc->pos() );
4936 }
4937
4938 if( other_npc && other_npc->in_vehicle ) {
4939 m.unboard_vehicle( other_npc->pos() );
4940 }
4941
4942 tripoint temp = second.pos();
4943 second.setpos( first.pos() );
4944
4945 if( first.is_player() ) {
4946 walk_move( temp );
4947 } else {
4948 first.setpos( temp );
4949 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4950 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4951 }
4952 }
4953
4954 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4955 m.board_vehicle( other_npc->pos(), other_npc );
4956 }
4957 return true;
4958}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8853
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7244 of file game.cpp.

7245{
7246 popup( _( "This binary was not compiled with tiles support." ) );
7247 return false;
7248}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7238 of file game.cpp.

7239{
7240 popup( _( "This binary was not compiled with tiles support." ) );
7241 return false;
7242}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 550 of file game.cpp.

551{
552 if( fullscreen ) {
553 was_fullscreen = true;
555 } else {
556 was_fullscreen = false;
557 }
558}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11282 of file game.cpp.

11283{
11285}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 503 of file game.cpp.

504{
505#if !defined(TILES)
508#else
509 toggle_fullscreen_window();
510#endif
511}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5237 of file game.cpp.

5238{
5239 gates::toggle_gate( p, u );
5240}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 513 of file game.cpp.

514{
515#if defined(TILES)
517 clear_window_area( w_pixel_minimap );
518 }
521#endif // TILES
522}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2389 of file game.cpp.

2390{
2391 bool new_destination = true;
2392 if( !destination_preview.empty() ) {
2393 auto &final_destination = destination_preview.back();
2394 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2395 // Second click
2396 new_destination = false;
2398 destination_preview.clear();
2400 if( act == ACTION_NULL ) {
2401 // Something went wrong
2403 return false;
2404 }
2405 }
2406 }
2407
2408 if( new_destination ) {
2410 u.get_path_avoid() );
2411 return false;
2412 }
2413
2414 return true;
2415}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2417 of file game.cpp.

2418{
2419 const bool cleared_destination = !destination_preview.empty();
2421 destination_preview.clear();
2422
2423 if( cleared_destination ) {
2424 // Produce no-op if auto-move had just been cleared on this action
2425 // e.g. from a previous single left mouse click. This has the effect
2426 // of right-click canceling an auto-move before it is initiated.
2427 return false;
2428 }
2429
2430 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2431 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2432 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2433 if( !u.sees( *mon ) ) {
2434 add_msg( _( "Nothing relevant here." ) );
2435 return false;
2436 }
2437
2438 if( !u.weapon.is_gun() ) {
2439 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2440 return false;
2441 }
2442
2443 // TODO: Add weapon range check. This requires weapon to be reloaded.
2444
2445 act = ACTION_FIRE;
2446 } else if( is_adjacent &&
2447 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2448 true ) ) {
2449 act = ACTION_CLOSE;
2450 } else if( is_self ) {
2452 } else if( is_adjacent ) {
2454 } else {
2455 add_msg( _( "Nothing relevant here." ) );
2456 return false;
2457 }
2458
2459 return true;
2460}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3961
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 964 of file game.cpp.

965{
966 for( const auto &npc : active_npc ) {
967 npc->on_unload();
968 }
969
970 active_npc.clear();
971}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2645

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
bool has_object(const std::string &name) const
Definition: json.cpp:425
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
int get_int(const std::string &name) const
Definition: json.cpp:282
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:406
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10742 of file game.cpp.

10743{
10744 point shift;
10745
10746 while( x < HALF_MAPSIZE_X ) {
10747 x += SEEX;
10748 shift.x--;
10749 }
10750 while( x >= HALF_MAPSIZE_X + SEEX ) {
10751 x -= SEEX;
10752 shift.x++;
10753 }
10754 while( y < HALF_MAPSIZE_Y ) {
10755 y += SEEY;
10756 shift.y--;
10757 }
10758 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10759 y -= SEEY;
10760 shift.y++;
10761 }
10762
10763 if( shift == point_zero ) {
10764 // adjust player position
10765 u.setpos( tripoint( x, y, get_levz() ) );
10766 // Update what parts of the world map we can see
10767 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10768 // TODO: only make this call if we changed z-level
10770 // Not actually shifting the submaps, all the stuff below would do nothing
10771 return point_zero;
10772 }
10773
10774 // this handles loading/unloading submaps that have scrolled on or off the viewport
10775 // NOLINTNEXTLINE(cata-use-named-point-constants)
10776 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10777 point remaining_shift = shift;
10778 while( remaining_shift != point_zero ) {
10779 point this_shift = clamp( remaining_shift, size_1 );
10780 m.shift( this_shift );
10781 remaining_shift -= this_shift;
10782 }
10783
10784 grid_tracker_ptr->load( m );
10785
10786 // Shift monsters
10787 shift_monsters( tripoint( shift, 0 ) );
10788 const point shift_ms = sm_to_ms_copy( shift );
10789 u.shift_destination( -shift_ms );
10790
10791 // Shift NPCs
10792 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10793 ( *it )->shift( shift );
10794 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10795 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10796 //Remove the npc from the active list. It remains in the overmap list.
10797 ( *it )->on_unload();
10798 it = active_npc.erase( it );
10799 } else {
10800 it++;
10801 }
10802 }
10803
10804 scent.shift( shift_ms );
10805
10806 // Also ensure the player is on current z-level
10807 // get_levz() should later be removed, when there is no longer such a thing
10808 // as "current z-level"
10809 u.setpos( tripoint( x, y, get_levz() ) );
10810
10811 // Only do the loading after all coordinates have been shifted.
10812
10813 // Check for overmap saved npcs that should now come into view.
10814 // Put those in the active list.
10815 load_npcs();
10816
10817 // Make sure map cache is consistent since it may have shifted.
10818 if( m.has_zlevels() ) {
10819 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10820 m.invalidate_map_cache( zlev );
10821 }
10822 } else {
10824 }
10826
10827 // Spawn monsters if appropriate
10828 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10829 m.spawn_monsters( false ); // Static monsters
10830
10831 // Update what parts of the world map we can see
10833
10834 return shift;
10835}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11111
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6764
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10736 of file game.cpp.

10737{
10738 point p2( p.posx(), p.posy() );
10739 return update_map( p2.x, p2.y );
10740}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10837 of file game.cpp.

10838{
10839 const tripoint_abs_omt ompos = u.global_omt_location();
10840 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10841 const int dist_squared = dist * dist;
10842 // We can always see where we're standing
10843 overmap_buffer.set_seen( ompos, true );
10844 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10845 const point_rel_omt delta = p.xy() - ompos.xy();
10846 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10847 if( trigdist && h_squared > dist_squared ) {
10848 continue;
10849 }
10850 if( delta == point_rel_omt() ) {
10851 // 1. This case is already handled outside of the loop
10852 // 2. Calculating multiplier would cause division by zero
10853 continue;
10854 }
10855 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10856 point abs_delta = delta.raw().abs();
10857 int max_delta = std::max( abs_delta.x, abs_delta.y );
10858 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10859 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10860 float sight_points = dist;
10861 for( auto it = line.begin();
10862 it != line.end() && sight_points >= 0; ++it ) {
10863 const oter_id &ter = overmap_buffer.ter( *it );
10864 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10865 }
10866 if( sight_points >= 0 ) {
10867 tripoint_abs_omt seen( p );
10868 do {
10869 overmap_buffer.set_seen( seen, true );
10870 --seen.z();
10871 } while( seen.z() >= 0 );
10872 }
10873 }
10874}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:771
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10889 of file game.cpp.

10890{
10891 // Search for the stairs closest to the player.
10892 std::vector<int> stairx;
10893 std::vector<int> stairy;
10894 std::vector<int> stairdist;
10895
10896 const bool from_below = monstairz < get_levz();
10897
10898 if( coming_to_stairs.empty() ) {
10899 return;
10900 }
10901
10902 if( m.has_zlevels() ) {
10903 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10904 coming_to_stairs.size() );
10905 coming_to_stairs.clear();
10906 }
10907
10908 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10909 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10910 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10911 stairx.push_back( dest.x );
10912 stairy.push_back( dest.y );
10913 stairdist.push_back( rl_dist( dest, u.pos() ) );
10914 }
10915 }
10916 if( stairdist.empty() ) {
10917 return; // Found no stairs?
10918 }
10919
10920 // Find closest stairs.
10921 size_t si = 0;
10922 for( size_t i = 0; i < stairdist.size(); i++ ) {
10923 if( stairdist[i] < stairdist[si] ) {
10924 si = i;
10925 }
10926 }
10927
10928 // Find up to 4 stairs for distance stairdist[si] +1
10929 std::vector<int> nearest;
10930 nearest.push_back( si );
10931 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10932 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10933 nearest.push_back( i );
10934 }
10935 }
10936 // Randomize the stair choice
10937 si = random_entry_ref( nearest );
10938
10939 // Attempt to spawn zombies.
10940 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10941 point mpos( stairx[si], stairy[si] );
10942 monster &critter = coming_to_stairs[i];
10943 const tripoint dest {
10944 mpos, g->get_levz()
10945 };
10946
10947 // We might be not be visible.
10948 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10949 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10950 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10951 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10952 continue;
10953 }
10954
10955 critter.staircount -= 4;
10956 // Let the player know zombies are trying to come.
10957 if( u.sees( dest ) ) {
10958 std::string dump;
10959 if( critter.staircount > 4 ) {
10960 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10961 } else {
10962 if( critter.staircount > 0 ) {
10963 dump += ( from_below ?
10964 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10965 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10966 critter.name(),
10967 m.tername( dest ) ) :
10968 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10969 critter.name(),
10970 m.tername( dest ) ) );
10971 }
10972 }
10973
10974 add_msg( m_warning, dump );
10975 } else {
10977 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10978 }
10979
10980 if( critter.staircount > 0 ) {
10981 continue;
10982 }
10983
10984 if( is_empty( dest ) ) {
10985 critter.spawn( dest );
10986 critter.staircount = 0;
10987 place_critter_at( make_shared_fast<monster>( critter ), dest );
10988 if( u.sees( dest ) ) {
10989 if( !from_below ) {
10990 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10991 critter.name(),
10992 m.tername( dest ) );
10993 } else {
10994 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10995 critter.name(),
10996 m.tername( dest ) );
10997 }
10998 }
10999 coming_to_stairs.erase( coming_to_stairs.begin() + i );
11000 continue;
11001 } else if( u.pos() == dest ) {
11002 // Monster attempts to push player of stairs
11004 int tries = 0;
11005
11006 // the critter is now right on top of you and will attack unless
11007 // it can find a square to push you into with one of his tries.
11008 const int creature_push_attempts = 9;
11009 const int player_throw_resist_chance = 3;
11010
11011 critter.spawn( dest );
11012 while( tries < creature_push_attempts ) {
11013 tries++;
11014 push.x = rng( -1, 1 );
11015 push.y = rng( -1, 1 );
11016 point ipos( mpos + push );
11017 tripoint pos( ipos, get_levz() );
11018 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
11019 critter.can_move_to( pos ) ) {
11020 bool resiststhrow = ( u.is_throw_immune() ) ||
11022 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
11023 u.moves -= 25; // small charge for avoiding the push altogether
11024 add_msg( _( "The %s fails to push you back!" ),
11025 critter.name() );
11026 return; //judo or leg brace prevent you from getting pushed at all
11027 }
11028 // Not accounting for tentacles latching on, so..
11029 // Something is about to happen, lets charge half a move
11030 u.moves -= 50;
11031 if( resiststhrow && ( u.is_throw_immune() ) ) {
11032 //we have a judoka who isn't getting pushed but counterattacking now.
11033 mattack::thrown_by_judo( &critter );
11034 return;
11035 }
11036 std::string msg;
11037 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
11038 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
11039 // dodge 12 - never get downed
11040 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
11041 u.add_effect( effect_downed, 2_turns );
11042 msg = _( "The %s pushed you back hard!" );
11043 } else {
11044 msg = _( "The %s pushed you back!" );
11045 }
11046 add_msg( m_warning, msg.c_str(), critter.name() );
11047 u.setx( u.posx() + push.x );
11048 u.sety( u.posy() + push.y );
11049 return;
11050 }
11051 }
11053 _( "The %s tried to push you back but failed! It attacks you!" ),
11054 critter.name() );
11055 critter.melee_attack( u );
11056 u.moves -= 50;
11057 return;
11058 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
11059 // Monster attempts to displace a monster from the stairs
11060 monster &other = *mon_ptr;
11061 critter.spawn( dest );
11062
11063 // the critter is now right on top of another and will push it
11064 // if it can find a square to push it into inside of his tries.
11065 const int creature_push_attempts = 9;
11066 const int creature_throw_resist = 4;
11067
11068 int tries = 0;
11069 point push2;
11070 while( tries < creature_push_attempts ) {
11071 tries++;
11072 push2.x = rng( -1, 1 );
11073 push2.y = rng( -1, 1 );
11074 point ipos2( mpos + push2 );
11075 tripoint pos( ipos2, get_levz() );
11076 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11077 continue;
11078 }
11079 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11080 other.setpos( tripoint( ipos2, get_levz() ) );
11081 other.moves -= 50;
11082 std::string msg;
11083 if( one_in( creature_throw_resist ) ) {
11084 other.add_effect( effect_downed, 2_turns );
11085 msg = _( "The %1$s pushed the %2$s hard." );
11086 } else {
11087 msg = _( "The %1$s pushed the %2$s." );
11088 }
11089 add_msg( m_neutral, msg, critter.name(), other.name() );
11090 return;
11091 }
11092 }
11093 return;
11094 }
11095 }
11096}
void setx(int x)
Definition: character.h:788
void sety(int y)
Definition: character.h:791
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:812
int monstairz
Definition: game.h:1009
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8624
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:258
int posy() const override
Definition: monster.h:501
void melee_attack(Creature &target)
Definition: monster.cpp:1390
int staircount
Definition: monster.h:512
void spawn(const tripoint &p)
Definition: monster.cpp:482
int posx() const override
Definition: monster.h:498
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4675
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4840 of file game.cpp.

4841{
4842 return critter_tracker->update_pos( critter, pos );
4843}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4623 of file game.cpp.

4624{
4625 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4626 add_msg( m_info, _( "You can not read a computer screen!" ) );
4627 return;
4628 }
4629 if( u.is_blind() ) {
4630 // we don't have screen readers in game
4631 add_msg( m_info, _( "You can not see a computer screen!" ) );
4632 return;
4633 }
4634 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4635 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4636 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4637 return;
4638 }
4639
4640 computer *used = m.computer_at( p );
4641
4642 if( used == nullptr ) {
4643 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4644 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4645 } else {
4646 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4647 }
4648 return;
4649 }
4650
4651 computer_session( *used ).use();
4652}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5540
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 2051 of file game.cpp.

2052{
2053 basecamp camp = m.hoist_submap_camp( u.pos() );
2054 if( camp.is_valid() ) {
2055 overmap_buffer.add_camp( camp );
2057 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
2058 std::string camp_name = _( "Faction Camp" );
2059 camp.set_name( camp_name );
2060 overmap_buffer.add_camp( camp );
2062 }
2063}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5571
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5566
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1993 of file game.cpp.

1994{
1995 for( auto &veh : m.get_vehicles() ) {
1996 vehicle *v = veh.v;
1999 if( other_v ) {
2000 // the other vehicle is towing us.
2001 v->tow_data.set_towing( other_v, v );
2003 }
2004 }
2005 }
2006}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6117
towing_data tow_data
Definition: vehicle.h:1944

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 2008 of file game.cpp.

2009{
2010 for( monster &m : all_monsters() ) {
2011 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
2012 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
2013 if( !mounted_pl ) {
2014 // Target no longer valid.
2015 m.mounted_player_id = character_id();
2016 m.remove_effect( effect_ridden );
2017 continue;
2018 }
2019 mounted_pl->mounted_creature = shared_from( m );
2020 mounted_pl->setpos( m.pos() );
2021 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
2022 m.mounted_player = mounted_pl;
2023 }
2024 }
2025}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 2027 of file game.cpp.

2028{
2029 // Make sure visible followers are in the list.
2030 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
2031 return guy.is_player_ally();
2032 } );
2033 for( npc *guy : visible_followers ) {
2034 update_faction_api( guy );
2035 add_npc_follower( guy->getID() );
2036 }
2037 // Make sure overmapbuffered NPC followers are in the list.
2038 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
2039 npc *guy = temp_guy.get();
2040 if( guy->is_player_ally() ) {
2041 update_faction_api( guy );
2042 add_npc_follower( guy->getID() );
2043 }
2044 }
2045 // Make sure that serialized player followers sync up with game list
2046 for( const auto &temp_id : u.follower_ids ) {
2047 add_npc_follower( temp_id );
2048 }
2049}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1973
static void update_faction_api(npc *guy)
Definition: game.cpp:1985

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 10063 of file game.cpp.

10064{
10065 if( u.is_mounted() ) {
10066 auto mons = u.mounted_creature.get();
10067 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
10068 if( !mons->check_mech_powered() ) {
10069 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
10070 mons->get_name() );
10071 return;
10072 }
10073 }
10074 }
10075
10076 // > and < are used for diving underwater.
10077 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10078 if( movez == -1 ) {
10079 if( u.is_underwater() ) {
10080 add_msg( m_info, _( "You are already underwater!" ) );
10081 return;
10082 }
10083 if( u.worn_with_flag( "FLOTATION" ) ) {
10084 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10085 return;
10086 }
10087 u.set_underwater( true );
10088 ///\EFFECT_STR increases breath-holding capacity while diving
10089 u.oxygen = 30 + 2 * u.str_cur;
10090 add_msg( _( "You dive underwater!" ) );
10091 } else {
10092 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10093 u.set_underwater( false );
10094 add_msg( _( "You surface." ) );
10095 } else {
10096 add_msg( m_info, _( "You try to surface but can't!" ) );
10097 }
10098 }
10099 u.moves -= 100;
10100 return;
10101 }
10102
10103 // Force means we're going down, even if there's no staircase, etc.
10104 bool climbing = false;
10105 int move_cost = 100;
10106 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10107 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10108 // Climbing
10109 if( m.has_floor_or_support( stairs ) ) {
10110 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10111 return;
10112 }
10113
10114 std::vector<tripoint> pts;
10115 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10116 if( m.passable( pt ) &&
10117 m.has_floor_or_support( pt ) ) {
10118 pts.push_back( pt );
10119 }
10120 }
10121
10122 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10123
10124 if( cost == 0 ) {
10125 if( u.has_trait( trait_WEB_ROPE ) ) {
10126 if( pts.empty() ) {
10127 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10128 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10129 if( g->m.move_cost( u.pos() ) != 2 && g->m.move_cost( u.pos() ) != 3 ) {
10130 add_msg( m_info, _( "You can't spin a web rope there." ) );
10131 } else if( g->m.has_furn( u.pos() ) ) {
10132 add_msg( m_info, _( "There is already furniture at that location." ) );
10133 } else {
10134 if( query_yn( "Spin a rope and climb?" ) ) {
10135 add_msg( m_good, _( "You spin a rope of web." ) );
10136 g->m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10137 u.mod_moves( to_turns<int>( 2_seconds ) );
10139 vertical_move( movez, force, peeking );
10140 }
10141 }
10142 }
10143
10144 } else {
10145 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10146
10147 }
10148 return;
10149
10150 }
10151
10152 if( cost <= 0 || pts.empty() ) {
10153 add_msg( m_info,
10154 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10155 return;
10156 } else {
10157 // TODO: Make it an extended action
10158 climbing = true;
10159 move_cost = cost;
10160
10162 if( !pnt ) {
10163 return;
10164 }
10165 stairs = *pnt;
10166 }
10167 }
10168
10169 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10170 add_msg( m_info, _( "You can't go down here!" ) );
10171 return;
10172 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10173 add_msg( m_info, _( "You can't go up here!" ) );
10174 return;
10175 }
10176
10177 if( force ) {
10178 // Let go of a grabbed cart.
10179 u.grab( OBJECT_NONE );
10180 } else if( u.grab_point != tripoint_zero ) {
10181 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10182 return;
10183 }
10184
10185 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10186 // is called or when the map is loaded on new z-level (== false).
10187 // This caches the z-level we start the movement on (current) and the level we're want to end.
10188 const int z_before = get_levz();
10189 const int z_after = get_levz() + movez;
10190 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10191 debugmsg( "Tried to move outside allowed range of z-levels" );
10192 return;
10193 }
10194
10195 if( !u.move_effects( false ) ) {
10196 return;
10197 }
10198
10199 // Check if there are monsters are using the stairs.
10200 bool slippedpast = false;
10201 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10202 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10203 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10204 coming_to_stairs[0].name() );
10205 // Roll.
10206 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10207
10208 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10209 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10210 ///\EFFECT_STR increases chance of moving past monsters on stairs
10211
10212 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10213 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10214 if( coming_to_stairs.size() > 4 ) {
10215 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10216 dexroll /= 4;
10217 strroll /= 2;
10218 } else if( coming_to_stairs.size() > 1 ) {
10219 add_msg( m_warning, _( "There's something else behind it!" ) );
10220 dexroll /= 2;
10221 }
10222
10223 if( dexroll < 14 || strroll < 12 ) {
10225 u.moves -= 100;
10226 return;
10227 }
10228
10229 add_msg( _( "You manage to slip past!" ) );
10230 slippedpast = true;
10231 u.moves -= 100;
10232 }
10233
10234 // Shift the map up or down
10235
10236 std::unique_ptr<map> tmp_map_ptr;
10237 if( !m.has_zlevels() ) {
10238 tmp_map_ptr = std::make_unique<map>();
10239 }
10240
10241 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10242 if( m.has_zlevels() ) {
10243 // We no longer need to shift the map here! What joy
10244 } else {
10245 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10246 }
10247
10248 // Find the corresponding staircase
10249 bool rope_ladder = false;
10250 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10251 if( !force && !climbing ) {
10252 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10253 if( !pnt ) {
10254 return;
10255 }
10256 stairs = *pnt;
10257 }
10258
10259 if( !force ) {
10260 monstairz = z_before;
10261 }
10262 // Save all monsters that can reach the stairs, remove them from the tracker,
10263 // then despawn the remaining monsters. Because it's a vertical shift, all
10264 // monsters are out of the bounds of the map and will despawn.
10265 shared_ptr_fast<monster> stored_mount;
10266 if( u.is_mounted() && !m.has_zlevels() ) {
10267 // Store a *copy* of the mount, so we can remove the original monster instance
10268 // from the tracker before the map shifts.
10269 // Map shifting would otherwise just despawn the mount and would later respawn it.
10270 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10272 }
10273 if( !m.has_zlevels() ) {
10274 const tripoint to = u.pos();
10275 for( monster &critter : all_monsters() ) {
10276 // if its a ladder instead of stairs - most zombies can't climb that.
10277 // unless that have a special flag to allow them to do so.
10278 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10279 critter.has_effect( effect_ridden ) ||
10280 critter.has_effect( effect_tied ) ) {
10281 continue;
10282 }
10283 int turns = critter.turns_to_reach( to.xy() );
10284 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10285 && !slippedpast ) {
10286 critter.staircount = 10 + turns;
10287 critter.on_unload();
10288 coming_to_stairs.push_back( critter );
10289 remove_zombie( critter );
10290 }
10291 }
10292 auto mons = critter_tracker->find( g->u.pos() );
10293 if( mons != nullptr ) {
10294 critter_tracker->remove( *mons );
10295 }
10296 shift_monsters( tripoint( 0, 0, movez ) );
10297 }
10298
10299 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10300 std::vector<monster *> monsters_following;
10301 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10302 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10303 [this]( const shared_ptr_fast<npc> &np ) {
10304 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10305 rl_dist( np->pos(), u.pos() ) < 2;
10306 } );
10307 }
10308
10309 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10310 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10311 for( monster &critter : all_monsters() ) {
10312 if( ladder && !critter.climbs() ) {
10313 continue;
10314 }
10315 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10316 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10317 !critter.has_effect( effect_tied ) ) ) {
10318 monsters_following.push_back( &critter );
10319 }
10320 }
10321 }
10322
10323 if( u.is_mounted() ) {
10324 monster *crit = u.mounted_creature.get();
10325 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10326 crit->use_mech_power( -1 );
10327 if( u.movement_mode_is( CMM_WALK ) ) {
10328 crit->use_mech_power( -2 );
10329 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10330 crit->use_mech_power( -1 );
10331 } else if( u.movement_mode_is( CMM_RUN ) ) {
10332 crit->use_mech_power( -3 );
10333 }
10334 }
10335 } else {
10336 u.moves -= move_cost;
10337 }
10338 for( const auto &np : npcs_to_bring ) {
10339 if( np->in_vehicle ) {
10340 m.unboard_vehicle( np->pos() );
10341 }
10342 }
10343 const tripoint old_pos = g->u.pos();
10344 point submap_shift;
10345 vertical_shift( z_after );
10346 if( !force ) {
10347 submap_shift = update_map( stairs.x, stairs.y );
10348 }
10349
10350 // if an NPC or monster is on the stiars when player ascends/descends
10351 // they may end up merged on th esame tile, do some displacement to resolve that.
10352 // if, in the weird case of it not being possible to displace;
10353 // ( how did the player even manage to approach the stairs, if so? )
10354 // then nothing terrible happens, its just weird.
10355 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10356 std::string crit_name;
10357 bool player_displace = false;
10359 if( displace.has_value() ) {
10360 npc *guy = g->critter_at<npc>( u.pos(), true );
10361 if( guy ) {
10362 crit_name = guy->get_name();
10363 tripoint old_pos = guy->pos();
10364 if( !guy->is_enemy() ) {
10365 guy->move_away_from( u.pos(), true );
10366 if( old_pos != guy->pos() ) {
10367 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10368 }
10369 } else {
10370 player_displace = true;
10371 }
10372 }
10373 monster *mon = g->critter_at<monster>( u.pos(), true );
10374 // if the monster is ridden by the player or an NPC:
10375 // Dont displace them. If they are mounted by a friendly NPC,
10376 // then the NPC will already have been displaced just above.
10377 // if they are ridden by the player, we want them to coexist on same tile
10378 if( mon && !mon->mounted_player ) {
10379 crit_name = mon->get_name();
10380 if( mon->friendly == -1 ) {
10381 mon->setpos( *displace );
10382 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10383 } else {
10384 player_displace = true;
10385 }
10386 }
10387 if( player_displace ) {
10388 u.setpos( *displace );
10389 u.moves -= 20;
10390 add_msg( _( "You push past %s blocking the way." ), crit_name );
10391 }
10392 } else {
10393 debugmsg( "Failed to find a spot to displace into." );
10394 }
10395 }
10396
10397 // Now that we know the player's destination position, we can move their mount as well
10398 if( u.is_mounted() ) {
10399 if( stored_mount ) {
10400 assert( !m.has_zlevels() );
10401 stored_mount->spawn( g->u.pos() );
10402 if( critter_tracker->add( stored_mount ) ) {
10403 u.mounted_creature = stored_mount;
10404 }
10405 } else {
10406 u.mounted_creature->setpos( g->u.pos() );
10407 }
10408 }
10409
10410 if( !npcs_to_bring.empty() ) {
10411 // Would look nicer randomly scrambled
10412 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10413 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10414 [this]( const tripoint & c ) {
10415 return !is_empty( c );
10416 } ), candidates.end() );
10417
10418 for( const auto &np : npcs_to_bring ) {
10419 const auto found = std::find_if( candidates.begin(), candidates.end(),
10420 [this, np]( const tripoint & c ) {
10421 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10422 } );
10423 if( found != candidates.end() ) {
10424 // TODO: De-uglify
10425 np->setpos( *found );
10426 np->place_on_map();
10427 np->setpos( *found );
10428 candidates.erase( found );
10429 }
10430
10431 if( candidates.empty() ) {
10432 break;
10433 }
10434 }
10435
10436 reload_npcs();
10437 }
10438
10439 // This ugly check is here because of stair teleport bullshit
10440 // TODO: Remove stair teleport bullshit
10441 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10442 for( monster *m : monsters_following ) {
10443 m->set_dest( g->u.pos() );
10444 }
10445 }
10446
10447 if( rope_ladder ) {
10448 m.ter_set( u.pos(), t_rope_up );
10449 }
10450
10451 if( m.ter( stairs ) == t_manhole_cover ) {
10452 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10453 m.ter_set( stairs, t_manhole );
10454 }
10455
10456 // Wouldn't work and may do strange things
10457 if( u.is_hauling() && !m.has_zlevels() ) {
10458 add_msg( _( "You cannot haul items here." ) );
10459 u.stop_hauling();
10460 }
10461
10462 if( u.is_hauling() ) {
10463 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10464 start_hauling( adjusted_pos );
10465 }
10466
10467 m.invalidate_map_cache( g->get_levz() );
10468 // Upon force movement, traps can not be avoided.
10469 m.creature_on_trap( u, !force );
10470
10472}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:102
@ CMM_CROUCH
Definition: character.h:104
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1535
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:882
int oxygen
Definition: character.h:1530
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8947
std::string get_name() const override
Definition: character.cpp:6095
void start_hauling(const tripoint &pos)
Definition: game.cpp:10474
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10509
bool use_mech_power(int amt)
Definition: monster.cpp:2393
Character * mounted_player
Definition: monster.h:461
void set_underwater(bool)
Definition: player.cpp:516
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:10013
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:719
ter_id t_manhole
Definition: mapdata.cpp:718
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12132
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9352
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4177

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), player::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10696 of file game.cpp.

10697{
10698 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10699 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10700 return;
10701 }
10702
10703 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10704 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10705 z_before, z_after );
10706 return;
10707 }
10708 // Figure out where we know there are up/down connectors
10709 // Fill in all the tiles we know about (e.g. subway stations)
10710 static const int REVEAL_RADIUS = 40;
10711 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10712 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10713 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10714
10715 if( !overmap_buffer.seen( cursp_before ) ) {
10716 continue;
10717 }
10718 if( overmap_buffer.has_note( cursp_after ) ) {
10719 // Already has a note -> never add an AUTO-note
10720 continue;
10721 }
10722 const oter_id &ter = overmap_buffer.ter( cursp_before );
10723 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10724 if( z_after > z_before && ter->has_flag( known_up ) &&
10725 !ter2->has_flag( known_down ) ) {
10726 overmap_buffer.set_seen( cursp_after, true );
10727 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10728 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10729 !ter2->has_flag( known_up ) ) {
10730 overmap_buffer.set_seen( cursp_after, true );
10731 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10732 }
10733 }
10734}
bool inbounds_z(const int z) const
Definition: map.h:1673
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10659 of file game.cpp.

10660{
10661 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10662 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10663 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10664 return;
10665 }
10666
10667 // TODO: Implement dragging stuff up/down
10668 u.grab( OBJECT_NONE );
10669
10670 scent.reset();
10671
10672 u.setz( z_after );
10673 const int z_before = get_levz();
10674 if( !m.has_zlevels() ) {
10676 m.access_cache( z_before ).vehicle_list.clear();
10677 m.access_cache( z_before ).zone_vehicles.clear();
10678 m.access_cache( z_before ).map_memory_seen_cache.reset();
10679 m.set_transparency_cache_dirty( z_before );
10680 m.set_outside_cache_dirty( z_before );
10681 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10682 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10683 reload_npcs();
10684 } else {
10685 // Shift the map itself
10686 m.vertical_shift( z_after );
10687 }
10688
10689 m.spawn_monsters( true );
10690 // this may be required after a vertical shift if z-levels are not enabled
10691 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10693 vertical_notes( z_before, z_after );
10694}
void setz(int z)
Definition: character.h:794
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10696
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:410
void set_outside_cache_dirty(const int zlev)
Definition: map.h:447
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6907
std::set< vehicle * > zone_vehicles
Definition: map.h:363
std::set< vehicle * > vehicle_list
Definition: map.h:362

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8853 of file game.cpp.

8854{
8855 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8856 if( u.get_size() > MS_MEDIUM ) {
8857 add_msg( m_warning, _( "You can't fit there." ) );
8858 return false; // character too large to fit through a tight passage
8859 }
8860 if( u.is_mounted() ) {
8861 monster *mount = u.mounted_creature.get();
8862 if( mount->get_size() > MS_MEDIUM ) {
8863 add_msg( m_warning, _( "Your mount can't fit there." ) );
8864 return false; // char's mount is too large for tight passages
8865 }
8866 }
8867 }
8868
8869 if( u.is_mounted() ) {
8870 auto mons = u.mounted_creature.get();
8871 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8872 if( !mons->check_mech_powered() ) {
8873 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8874 mons->get_name() );
8875 return false;
8876 }
8877 }
8878 if( !mons->move_effects( false ) ) {
8879 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8880 return false;
8881 }
8882 }
8883 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8884 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8885
8886 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8887 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8888 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8889
8890 const tripoint furn_pos = u.pos() + u.grab_point;
8891 const tripoint furn_dest = dest_loc + u.grab_point;
8892
8893 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8894 if( grabbed ) {
8895 const tripoint dp = dest_loc - u.pos();
8896 pushing = dp == u.grab_point;
8897 pulling = dp == -u.grab_point;
8898 }
8899 if( grabbed && dest_loc.z != u.posz() ) {
8900 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8901 grabbed = false;
8902 u.grab( OBJECT_NONE );
8903 }
8904
8905 // Now make sure we're actually holding something
8906 const vehicle *grabbed_vehicle = nullptr;
8907 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8908 // We only care about shifting, because it's the only one that can change our destination
8909 if( m.has_furn( u.pos() + u.grab_point ) ) {
8910 shifting_furniture = !pushing && !pulling;
8911 } else {
8912 // We were grabbing a furniture that isn't there
8913 grabbed = false;
8914 }
8915 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8916 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8917 if( grabbed_vehicle == nullptr ) {
8918 // We were grabbing a vehicle that isn't there anymore
8919 grabbed = false;
8920 }
8921 } else if( grabbed ) {
8922 // We were grabbing something WEIRD, let's pretend we weren't
8923 grabbed = false;
8924 }
8925 if( u.grab_point != tripoint_zero && !grabbed ) {
8926 add_msg( m_warning, _( "Can't find grabbed object." ) );
8927 u.grab( OBJECT_NONE );
8928 }
8929
8930 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8931 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8932 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8933 tripoint diff = dest_loc - u.pos();
8934 if( diff.x < 0 ) {
8935 diff.x -= 2;
8936 } else if( diff.x > 0 ) {
8937 diff.x += 2;
8938 }
8939 if( diff.y < 0 ) {
8940 diff.y -= 2;
8941 } else if( diff.y > 0 ) {
8942 diff.y += 2;
8943 }
8944 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8945 dest_loc );
8946 }
8947 return false;
8948 }
8949 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8950 return false;
8951 }
8952 if( u.is_mounted() && !pushing && vp_there ) {
8953 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8954 return false;
8955 }
8956 u.set_underwater( false );
8957
8958 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8959 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8960 if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "ALWAYS" &&
8961 !prompt_dangerous_tile( dest_loc ) ) {
8962 return true;
8963 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "RUNNING" &&
8964 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8966 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
8967 enumerate_as_string( harmful_stuff ) );
8968 return true;
8969 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "CROUCHING" &&
8970 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8972 _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ),
8973 enumerate_as_string( harmful_stuff ) );
8974 return true;
8975 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "NEVER" &&
8976 !u.movement_mode_is( CMM_RUN ) ) {
8978 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
8979 enumerate_as_string( harmful_stuff ) );
8980 return true;
8981 }
8982 }
8983 // Used to decide whether to print a 'moving is slow message
8984 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8985
8986 int modifier = 0;
8987 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8988 modifier = -m.furn( dest_loc ).obj().movecost;
8989 }
8990
8991 int multiplier = 1;
8992 if( u.is_on_ground() ) {
8993 multiplier *= 3;
8994 }
8995
8996 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8997 via_ramp ) * multiplier;
8998 if( grabbed_move( dest_loc - u.pos() ) ) {
8999 return true;
9000 } else if( mcost == 0 ) {
9001 return false;
9002 }
9003 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
9004 const int previous_moves = u.moves;
9005 if( u.is_mounted() ) {
9006 auto crit = u.mounted_creature.get();
9007 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
9008 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
9009 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
9010 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
9011 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
9012 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
9013 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
9014 return false;
9015 }
9016 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
9017 const double encumb_moves = u.get_weight() / 4800.0_gram;
9018 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
9019 if( u.movement_mode_is( CMM_WALK ) ) {
9020 crit->use_mech_power( -2 );
9021 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9022 crit->use_mech_power( -1 );
9023 } else if( u.movement_mode_is( CMM_RUN ) ) {
9024 crit->use_mech_power( -3 );
9025 }
9026 } else {
9027 u.moves -= u.run_cost( mcost, diag );
9028 /**
9029 TODO:
9030 This should really use the mounted creatures stamina, if mounted.
9031 Monsters don't currently have stamina however.
9032 For the time being just don't burn players stamina when mounted.
9033 */
9034 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
9035 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
9036 u.burn_move_stamina( previous_moves - u.moves );
9037 } else {
9038 //Burn half as much stamina if vehicle has wheels, without changing move time
9039 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
9040 }
9041 }
9042 // Max out recoil & reset aim point
9045
9046 // Print a message if movement is slow
9047 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
9048 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
9049 m.has_flag_ter_or_furn( "FUNGUS",
9050 dest_loc ); //fungal furniture has no slowing effect on mycus characters
9051 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
9052 mcost_to > 4 || mcost_from > 4 ) &&
9053 !( u.has_trait( trait_M_IMMUNE ) && fungus );
9054 if( slowed && !u.is_mounted() ) {
9055 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
9056 if( mcost_to >= mcost_from ) {
9057 if( auto displayed_part = vp_there.part_displayed() ) {
9058 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
9059 displayed_part->part().name() );
9060 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9061 } else {
9062 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
9063 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
9064 }
9065 } else {
9066 if( auto displayed_part = vp_here.part_displayed() ) {
9067 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
9068 displayed_part->part().name() );
9069 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9070 } else {
9071 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
9072 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
9073 }
9074 }
9075 }
9076 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
9077 ( !u.footwear_factor() ||
9078 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
9079 // DX and IN are long suits for Cephalopods,
9080 // so this shouldn't cause too much hardship
9081 // Presumed that if it's swimmable, they're
9082 // swimming and won't stick
9083 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9084
9085 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9086 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9087 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9088 u.mod_fatigue( 1 );
9089 }
9090 }
9091 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9092 int volume = u.is_stealthy() ? 3 : 6;
9093 volume *= u.mutation_value( "noise_modifier" );
9094 if( volume > 0 ) {
9096 volume = 2;
9097 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9098 volume = 12;
9099 }
9100 if( u.movement_mode_is( CMM_RUN ) ) {
9101 volume *= 1.5;
9102 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9103 volume /= 2;
9104 }
9105 if( u.is_mounted() ) {
9106 auto mons = u.mounted_creature.get();
9107 switch( mons->get_size() ) {
9108 case MS_TINY:
9109 volume = 0; // No sound for the tinies
9110 break;
9111 case MS_SMALL:
9112 volume /= 3;
9113 break;
9114 case MS_MEDIUM:
9115 break;
9116 case MS_LARGE:
9117 volume *= 1.5;
9118 break;
9119 case MS_HUGE:
9120 volume *= 2;
9121 break;
9122 default:
9123 break;
9124 }
9125 if( mons->has_flag( MF_LOUDMOVES ) ) {
9126 volume += 6;
9127 }
9128 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9129 "none", "none" );
9130 } else {
9131 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9132 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9133 }
9135 }
9136
9137 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9138 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9139 "misc", "rattling" );
9140 }
9141 }
9142
9143 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9144 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9145 }
9146
9147 if( dest_loc != u.pos() ) {
9149 }
9150
9151 tripoint oldpos = u.pos();
9152 point submap_shift = place_player( dest_loc );
9153 point ms_shift = sm_to_ms_copy( submap_shift );
9154 oldpos = oldpos - ms_shift;
9155
9156 if( pulling ) {
9157 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9158 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9159 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9160 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9161 m.remove_field( shifted_furn_pos, fd_fire );
9162 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9163 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9164 }
9165
9166 if( u.is_hauling() ) {
9167 start_hauling( oldpos );
9168 }
9169
9171
9172 return true;
9173}
void burn_move_stamina(int moves)
Definition: character.cpp:7223
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3220
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3664
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:962
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6751
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
m_size get_size() const override
Get size class of character.
Definition: character.cpp:541
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3240
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9779
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8782
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1838
m_size get_size() const override
Definition: monster.cpp:2693
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2498
bool is_stealthy() const
Returns true if the player has stealthy movement.
cata::optional< tripoint > last_target_pos
Definition: player.h:596
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2199
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1635
void do_footstep()
Definition: sounds.cpp:1612

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), player::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), player::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2519 of file game.cpp.

2520{
2521 win_screen();
2523 memorial().add(
2524 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2525 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2526 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2527 if( !u.is_dead_state() ) {
2530 }
2531}
void win_screen()
Definition: game.cpp:2533
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), player::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2533 of file game.cpp.

2534{
2535 // TODO: Move this wall somewhere
2537 std::string msg = _( "You managed to close the portal and end the invasion!" );
2538 msg += '\n';
2539 if( u.is_dead_state() ) {
2541 "Unfortunately, you had to sacrifice your life to achieve this." );
2542 msg += colorize( t, c_red ) + '\n';
2543 memorial().add(
2544 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2545 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2546 } else {
2547 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2548 msg += colorize( t, c_green ) + '\n';
2549 memorial().add(
2550 pgettext( "memorial_male", "Safely closed the portal." ),
2551 pgettext( "memorial_female", "Safely closed the portal." ) );
2552 }
2553 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2554 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2555 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2556 popup( msg );
2557}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), player::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2922 of file game.cpp.

2923{
2924 const std::string &memorial_dir = PATH_INFO::memorialdir();
2925 const std::string &memorial_active_world_dir = memorial_dir +
2926 world_generator->active_world->world_name + "/";
2927
2928 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2929 if( !assure_dir_exist( memorial_dir ) ) {
2930 debugmsg( "Could not make '%s' directory", memorial_dir );
2931 return;
2932 }
2933
2934 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2935 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2936 return;
2937 }
2938
2939 std::string path = memorial_active_world_dir + filename + ".txt";
2940
2941 write_to_file( path, [&]( std::ostream & fout ) {
2942 memorial().write( fout, sLastWords );
2943 }, _( "player memorial" ) );
2944}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:226

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6193 of file game.cpp.

6194{
6195 const tripoint stored_view_offset = u.view_offset;
6196
6198
6199 const int zone_ui_height = 12;
6200 const int zone_options_height = 7;
6201
6202 const int width = 45;
6203
6204 int offsetX = 0;
6205 int max_rows = 0;
6206
6207 catacurses::window w_zones;
6208 catacurses::window w_zones_border;
6209 catacurses::window w_zones_info;
6210 catacurses::window w_zones_info_border;
6211 catacurses::window w_zones_options;
6212
6213 bool show = true;
6214
6215 ui_adaptor ui;
6216 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6217 if( !show ) {
6218 ui.position( point_zero, point_zero );
6219 return;
6220 }
6221 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6222 TERMX - width : 0;
6223 const int w_zone_height = TERMY - zone_ui_height;
6224 max_rows = w_zone_height - 2;
6225 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6226 point( offsetX + 1, 1 ) );
6227 w_zones_border = catacurses::newwin( w_zone_height, width,
6228 point( offsetX, 0 ) );
6229 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6230 width - 2, point( offsetX + 1, w_zone_height ) );
6231 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6232 point( offsetX, w_zone_height ) );
6233 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6234 point( offsetX + 1, TERMY - zone_options_height ) );
6235
6236 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6237 } );
6238 ui.mark_resize();
6239
6240 std::string action;
6241 input_context ctxt( "ZONES_MANAGER" );
6242 ctxt.register_cardinal();
6243 ctxt.register_action( "CONFIRM" );
6244 ctxt.register_action( "QUIT" );
6245 ctxt.register_action( "ADD_ZONE" );
6246 ctxt.register_action( "REMOVE_ZONE" );
6247 ctxt.register_action( "MOVE_ZONE_UP" );
6248 ctxt.register_action( "MOVE_ZONE_DOWN" );
6249 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6250 ctxt.register_action( "ENABLE_ZONE" );
6251 ctxt.register_action( "DISABLE_ZONE" );
6252 ctxt.register_action( "SHOW_ALL_ZONES" );
6253 ctxt.register_action( "HELP_KEYBINDINGS" );
6254
6255 auto &mgr = zone_manager::get_manager();
6256 int start_index = 0;
6257 int active_index = 0;
6258 bool blink = false;
6259 bool stuff_changed = false;
6260 bool show_all_zones = false;
6261 int zone_cnt = 0;
6262
6263 // get zones on the same z-level, with distance between player and
6264 // zone center point <= 50 or all zones, if show_all_zones is true
6265 auto get_zones = [&]() {
6266 std::vector<zone_manager::ref_zone_data> zones;
6267 if( show_all_zones ) {
6268 zones = mgr.get_zones();
6269 } else {
6270 const tripoint &u_abs_pos = m.getabs( u.pos() );
6271 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6272 const tripoint &zone_abs_pos = ref.get().get_center_point();
6273 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6274 zones.emplace_back( ref );
6275 }
6276 }
6277 }
6278 zone_cnt = static_cast<int>( zones.size() );
6279 return zones;
6280 };
6281
6282 auto zones = get_zones();
6283
6284 auto zones_manager_options = [&]() {
6285 werase( w_zones_options );
6286
6287 if( zone_cnt > 0 ) {
6288 const auto &zone = zones[active_index].get();
6289
6290 if( zone.has_options() ) {
6291 const auto &descriptions = zone.get_options().get_descriptions();
6292
6293 // NOLINTNEXTLINE(cata-use-named-point-constants)
6294 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6295
6296 int y = 1;
6297 for( const auto &desc : descriptions ) {
6298 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6299 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6300 y++;
6301 }
6302 }
6303 }
6304
6305 wnoutrefresh( w_zones_options );
6306 };
6307
6308 cata::optional<tripoint> zone_start;
6309 cata::optional<tripoint> zone_end;
6310 bool zone_blink = false;
6311 bool zone_cursor = false;
6313 zone_start, zone_end, zone_blink, zone_cursor );
6314 add_draw_callback( zone_cb );
6315
6316 auto query_position =
6317 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6318 on_out_of_scope invalidate_current_ui( [&]()
6319 {
6320 ui.mark_resize();
6321 } );
6322 restore_on_out_of_scope<bool> show_prev( show );
6323 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6324 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6325 show = false;
6326 zone_start = cata::nullopt;
6327 zone_end = cata::nullopt;
6328 ui.mark_resize();
6329
6331 popup.on_top( true );
6332 popup.message( "%s", _( "Select first point." ) );
6333
6335
6336 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6337 false );
6338 if( first.position )
6339 {
6340 popup.message( "%s", _( "Select second point." ) );
6341
6342 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6343 true, true, false );
6344 if( second.position ) {
6345 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6346 second.position->x ),
6347 std::min( first.position->y, second.position->y ),
6348 std::min( first.position->z,
6349 second.position->z ) ) );
6350 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6351 second.position->x ),
6352 std::max( first.position->y, second.position->y ),
6353 std::max( first.position->z,
6354 second.position->z ) ) );
6355 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6356 }
6357 }
6358
6359 return cata::nullopt;
6360 };
6361
6362 ui.on_redraw( [&]( const ui_adaptor & ) {
6363 if( !show ) {
6364 return;
6365 }
6366 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6367 zones_manager_shortcuts( w_zones_info );
6368
6369 if( zone_cnt == 0 ) {
6370 werase( w_zones );
6371 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6372
6373 } else {
6374 werase( w_zones );
6375
6376 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6377
6378 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6379 wnoutrefresh( w_zones_border );
6380
6381 int iNum = 0;
6382
6383 tripoint player_absolute_pos = m.getabs( u.pos() );
6384
6385 //Display saved zones
6386 for( auto &i : zones ) {
6387 if( iNum >= start_index &&
6388 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6389 const auto &zone = i.get();
6390
6391 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6392
6393 if( iNum == active_index ) {
6394 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6395 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6396 }
6397
6398 //Draw Zone name
6399 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6400 trim_by_length( zone.get_name(), 15 ) );
6401
6402 //Draw Type name
6403 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6404 mgr.get_name_from_type( zone.get_type() ) );
6405
6406 tripoint center = zone.get_center_point();
6407
6408 //Draw direction + distance
6409 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6410 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6411 direction_name_short( direction_from( player_absolute_pos,
6412 center ) ) );
6413
6414 //Draw Vehicle Indicator
6415 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6416 zone.get_is_vehicle() ? "*" : "" );
6417 }
6418 iNum++;
6419 }
6420
6421 // Display zone options
6422 zones_manager_options();
6423 }
6424
6425 wnoutrefresh( w_zones );
6426 } );
6427
6428 zones_manager_open = true;
6429 do {
6430 if( action == "ADD_ZONE" ) {
6431 do { // not a loop, just for quick bailing out if canceled
6432 const auto maybe_id = mgr.query_type();
6433 if( !maybe_id.has_value() ) {
6434 break;
6435 }
6436
6437 const zone_type_id &id = maybe_id.value();
6438 auto options = zone_options::create( id );
6439
6440 if( !options->query_at_creation() ) {
6441 break;
6442 }
6443
6444 auto default_name = options->get_zone_name_suggestion();
6445 if( default_name.empty() ) {
6446 default_name = mgr.get_name_from_type( id );
6447 }
6448 const auto maybe_name = mgr.query_name( default_name );
6449 if( !maybe_name.has_value() ) {
6450 break;
6451 }
6452 const std::string &name = maybe_name.value();
6453
6454 const auto position = query_position();
6455 if( !position ) {
6456 break;
6457 }
6458
6459 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6460 position->second, options );
6461
6462 zones = get_zones();
6463 active_index = zone_cnt - 1;
6464
6465 stuff_changed = true;
6466 } while( false );
6467
6468 blink = false;
6469 } else if( action == "SHOW_ALL_ZONES" ) {
6470 show_all_zones = !show_all_zones;
6471 zones = get_zones();
6472 active_index = 0;
6473 } else if( zone_cnt > 0 ) {
6474 if( action == "UP" ) {
6475 active_index--;
6476 if( active_index < 0 ) {
6477 active_index = zone_cnt - 1;
6478 }
6479 blink = false;
6480 } else if( action == "DOWN" ) {
6481 active_index++;
6482 if( active_index >= zone_cnt ) {
6483 active_index = 0;
6484 }
6485 blink = false;
6486 } else if( action == "REMOVE_ZONE" ) {
6487 if( active_index < zone_cnt ) {
6488 mgr.remove( zones[active_index] );
6489 zones = get_zones();
6490 active_index--;
6491
6492 if( active_index < 0 ) {
6493 active_index = 0;
6494 }
6495 }
6496 blink = false;
6497 stuff_changed = true;
6498
6499 } else if( action == "CONFIRM" ) {
6500 auto &zone = zones[active_index].get();
6501
6502 uilist as_m;
6503 as_m.text = _( "What do you want to change:" );
6504 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6505 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6506 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6507 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6508 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6509 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6510 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6511 as_m.query();
6512
6513 switch( as_m.ret ) {
6514 case 1:
6515 if( zone.set_name() ) {
6516 stuff_changed = true;
6517 }
6518 break;
6519 case 2:
6520 if( zone.set_type() ) {
6521 stuff_changed = true;
6522 }
6523 break;
6524 case 3:
6525 if( zone.get_options().query() ) {
6526 stuff_changed = true;
6527 }
6528 break;
6529 case 4: {
6530 const auto pos = query_position();
6531 if( pos && ( pos->first != zone.get_start_point() ||
6532 pos->second != zone.get_end_point() ) ) {
6533 zone.set_position( *pos );
6534 stuff_changed = true;
6535 }
6536 break;
6537 }
6538 case 5: {
6539 on_out_of_scope invalidate_current_ui( [&]() {
6540 ui.mark_resize();
6541 } );
6542 restore_on_out_of_scope<bool> show_prev( show );
6543 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6544 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6545 show = false;
6546 zone_start = cata::nullopt;
6547 zone_end = cata::nullopt;
6548 ui.mark_resize();
6549 static_popup message_pop;
6550 message_pop.on_top( true );
6551 message_pop.message( "%s", _( "Moving zone." ) );
6552 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6553 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6554 // local position of the zone center, used to calculate the u.view_offset,
6555 // could center the screen to the position it represents
6556 auto view_center = m.getlocal( zone.get_center_point() );
6557 const look_around_result result_local = look_around( false, view_center,
6558 zone_local_start_point, false, false,
6559 false, true, zone_local_end_point );
6560 if( result_local.position ) {
6561 const auto new_start_point = m.getabs( *result_local.position );
6562 if( new_start_point == zone.get_start_point() ) {
6563 break; // Nothing changed, don't save
6564 }
6565
6566 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6567 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6568 stuff_changed = true;
6569 }
6570 }
6571 break;
6572 default:
6573 break;
6574 }
6575
6576 blink = false;
6577 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6578 if( active_index < zone_cnt - 1 ) {
6579 mgr.swap( zones[active_index], zones[active_index + 1] );
6580 zones = get_zones();
6581 active_index++;
6582 }
6583 blink = false;
6584 stuff_changed = true;
6585
6586 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6587 if( active_index > 0 ) {
6588 mgr.swap( zones[active_index], zones[active_index - 1] );
6589 zones = get_zones();
6590 active_index--;
6591 }
6592 blink = false;
6593 stuff_changed = true;
6594
6595 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6596 //show zone position on overmap;
6597 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6598 // TODO: fix point types
6599 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6600
6601 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6602 } else if( action == "ENABLE_ZONE" ) {
6603 zones[active_index].get().set_enabled( true );
6604
6605 stuff_changed = true;
6606
6607 } else if( action == "DISABLE_ZONE" ) {
6608 zones[active_index].get().set_enabled( false );
6609
6610 stuff_changed = true;
6611 }
6612 }
6613
6614 if( zone_cnt > 0 ) {
6615 blink = !blink;
6616 const auto &zone = zones[active_index].get();
6617 zone_start = m.getlocal( zone.get_start_point() );
6618 zone_end = m.getlocal( zone.get_end_point() );
6619 ctxt.set_timeout( BLINK_SPEED );
6620 } else {
6621 blink = false;
6622 zone_start = zone_end = cata::nullopt;
6623 ctxt.reset_timeout();
6624 }
6625
6626 // Actually accessed from the terrain overlay callback `zone_cb` in the
6627 // call to `ui_manager::redraw`.
6628 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6629 zone_blink = blink;
6631
6633
6634 //Wait for input
6635 action = ctxt.handle_input();
6636 } while( action != "QUIT" );
6637 zones_manager_open = false;
6638 ctxt.reset_timeout();
6639 zone_cb = nullptr;
6640
6641 if( stuff_changed ) {
6642 auto &zones = zone_manager::get_manager();
6643 if( query_yn( _( "Save changes?" ) ) ) {
6644 zones.save_zones();
6645 } else {
6646 zones.load_zones();
6647 }
6648
6649 zones.cache_data();
6650 }
6651
6652 u.view_offset = stored_view_offset;
6653}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6128
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6151
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), BLINK_SPEED, c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7155 of file game.cpp.

7156{
7157#if defined(TILES)
7158 if( tileset_zoom == 64 ) {
7159 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7160 } else {
7162 }
7163 rescale_tileset( tileset_zoom );
7164#endif
7165}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7143 of file game.cpp.

7144{
7145#if defined(TILES)
7146 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7148 } else {
7149 tileset_zoom = 64;
7150 }
7151 rescale_tileset( tileset_zoom );
7152#endif
7153}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 360 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 102 of file avatar.cpp.

103{
104 return g->u;
105}

Referenced by butcher_submenu().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12148 of file game.cpp.

12149{
12150 return *g->grid_tracker_ptr;
12151}

◆ get_map

map & get_map ( )
friend

Definition at line 146 of file map.cpp.

147{
148 return g->m;
149}

Referenced by check_art_charge_req(), extended_description(), find_empty_spot_nearby(), get_fire_fuel_string(), and print_terrain_info().

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 387 of file character.cpp.

388{
389 return g->u;
390}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 359 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 980 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1043 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1060 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1074 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 1024 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1025 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1037 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 944 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1035 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 251 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 1022 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 978 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1076 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 984 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 250 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 981 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1093 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1095 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1094 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1066 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1067 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1057 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1056 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 975 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 974 of file game.h.

◆ m

map& game::m

Definition at line 988 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), check_near_zone(), check_zone(), control_vehicle(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_cyborg(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 972 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 982 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 1009 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1065 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 1005 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1063 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1061 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1072 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1044 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1070 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1069 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1040 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1059 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 1007 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 990 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 976 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1088 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1055 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1039 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 983 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 979 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 1011 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1085 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 977 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 991 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 1000 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1046 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 989 of file game.h.

Referenced by add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 973 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1050 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 1003 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1082 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 1015 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1053 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 1014 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 1013 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1052 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1101 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1042 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 985 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1078 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: